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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • Video playback in games - formats & decoding

    - by snake5
    What free / non-restrictive open-source solutions (not GPL) are available for decoding game videos? The requirements are simple: a relatively easy to use C API encoded files must be quite small there must be an application that converts videos from any format (whatever codec is installed on Windows or equivalent amount of internally decoded formats) decoding has to happen fairly quickly bonus points go to file formats that are popular / actively supported and developed

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • Move Camera Freely Around Object While Looking at It

    - by Alex_Hyzer_Kenoyer
    I've got a 3D model loaded (a planet) and I have a camera that I want to allow the user to move freely around it. I have no problem getting the camera to orbit the planet around either the x or y axis. My problem is when I try to move the camera on a different axis I have no idea how to go about doing it. I am using OpenGL on Android with the libGDX library. I want the camera to orbit the planet in the direction that the user swipes their finger on the screen.

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Audio libraries for PC indie games [closed]

    - by bluescrn
    Possible Duplicate: Cross-Platform Audio API Suggestions What options are out there these days for audio playback/mixing in C++? Primarily for Windows, but portability (particularly to Mac and iOS) would be desirable. For a small indie game, potentially commercial, though - so I'm looking for something free/low-cost. My requirements are fairly basic - I don't need 3D sound, or many-channels - simple stereo is fine. Just need to be able to mix sound effects and a music stream, maybe decoding one or more compressed audio formats (.ogg/.mp3 etc), with all the basic controls over looping, pitch, volume, etc. Is OpenAL more-or-less the standard choice, or are there other good options out there?

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • failbit is being set and I can't figure out why

    - by felipedrl
    I'm writing a MIDI file loader. Everything is going fine until at some track I get a failbit exception while trying to read from file. I can't figure out why, I've checked the file size and it's ok too. Upon checking "errno" and it returns "0". Any ideas? Thanks. The snippet follows: file.read(reinterpret_cast<char*>(&mHeader.id), sizeof(MidiHeader)); mTracks = new MidiTrack[mHeader.nTracks]; for (uint i = 0; i < mHeader.nTracks; ++i) { // this read fails on 6th i. I've checked hexadecimal file and it's // ok so far. file.read(reinterpret_cast<char*>(&mTracks[i].id), sizeof(uint)); if (file.fail()) { std::cerr << errno << std::endl; massert(false); } massert(mTracks[i].id == 0x6B72544D); file.read(reinterpret_cast<char*>(&mTracks[i].size), sizeof(uint)); mTracks[i].size = swapBytes(mTracks[i].size); mTracks[i].data = new char[mTracks[i].size]; file.read(mTracks[i].data, mTracks[i].size * sizeof(char)); totalBytesRead += 8 + mTracks[i].size; massert(totalBytesRead <= fileSize); }

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • XNA: Retrieve texture file name during runtime

    - by townsean
    I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing tons of searching and some experimenting but I've been met with no luck. I've gathered that I need to extended the content pipeline and store the file location in somewhere like ModelMeshPart.Tag. My problem is, even when I'm trying to make my own custom processor, I still can't figure out where the texture file name is. :( Any thoughts? Thanks! UPDATE: Okay, so I found something kind of promising. NodeContent.Identity.SourceFilename, only that returns the location of my .X model. When I go down the node tree he is always null. Then there's the ContentItem.Name property. It seems to have names of my mesh, but not my actual texture file names. :(

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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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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  • non randomic enemy movement implementation

    - by user601836
    I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its path until it detects a player, at this point it will start chasing it using a chasing algorithm. According to a friend of mine this implementation is good because the design of a good path will provide to the user a sort of reality sensation.

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  • Why does unity obj import flip my x coordinate?

    - by milkplus
    When I import my wavefront obj model into unity and then draw lines over it with the same coordinates in the obj file, the x coordinate is negated. I don't see any option in the importer that might be doing that. And I'm using the same localToWorldMatrix and the same coordinate data in the .obj file. Hmmm GL.PushMatrix(); GL.MultMatrix(transform.localToWorldMatrix); CreateMaterial(); lineMaterial.SetPass(0); GL.Color(new Color(0, 1, 0)); GL.Begin(GL.LINES); GL.Vertex(p1); GL.Vertex(p2); GL.Vertex(p2); GL.Vertex(p3); //... GL.End(); GL.PopMatrix();

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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