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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • Settings object with singleton pattern

    - by axis
    I need to build an object that will have only one instance because this Object is dedicated to the storage of vital settings for my application and I would like to avoid a misuse of this type or a conflict at run-time. The most popular solution for this, according to the internet, is the Singleton pattern. But I would like to know about other ideas or solutions for this; also I would like to know if other solutions can be much more easy to grasp for an user of this hypothetical library. Thanks.

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  • How to load chunks of 2d map segments when player reaches a certain point?

    - by 2kan
    In my 2d platformer (made with Java and Slick2d), random maps are made by combining different segments together and displaying them one after the other. My problem is that I can't load too many segments or the game will run out of memory, so I want to load n number of segments at a time in chunks, then load the next chunk when the player comes near the end of one. I've attempted to do this for a couple of hours now, but I just can't get it to work at all. This is my chunk generation function where chunkLoad is the number of segments to load and BLOCK_WIDTH is the number of blocks/tiles each segment is across. Chunk1 and map are arrays of segments. Random r = new Random(); for(int i=0; i<chunkLoad; i++) { int id = r.nextInt(4)+2; chunk1[i] = new BlockMap("res/window/map"+id+".tmx", i*BLOCK_WIDTH); } map = chunk1; chunksLoaded++; The map is then drawn on the screen like this. tmap is a TiledMap object and each block/tile is 16 pixels wide for(int i=0; i<chunkLoad; i++) { map[i].tmap.render((i * BLOCK_WIDTH * 16) + (cameraX), 0); } I can successfully load new chunks, but I can't display them in the correct position, nor the hitboxes. Any suggestions? Thanks.

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  • Making a level editor for my game

    - by Sherif Maher Eaid
    I am doing a 2D sprite based game in XNA for WP7, The game logic is simple, you start at some point, you want to avoid obstacles and reach a certain goal. obviously I need to make many levels for the game to be challenging and funny. I am considering making a level editor for my game where I can be able to design the level using some kind of GUI then it translates that to a .lvl or something that the game can read and interpret that to a playable level. I am asking for an already made level editor for XNA/WP7.

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  • Help to understand directions of sprites in XNA

    - by 3Dkreativ
    If I want to move a sprite to the right and upwards in a 45 degree angle I use Vector2 direction = new Vector2(1,-1); And if the sprite should move straight to right Vector2 direction = new Vector2(1,0); But how would I do if I want another directions, lets say somewhere between this values? I have tested with some other values, but then the sprite either moves to fast and or in another direction than I expected!? I suspect it's about normalize!? Another thing I have problem with to understand. I'm doing a simple asteroids game as a task in a class in C# and XNA. When the asteroids hit the window borders, I want them to bounce back in a random direction, but I can't do this before I understand how directions and Vector2 works. Help is preciated! Thanks!

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • Tile transitions - external vs internal

    - by omgnoseat
    I've been looking at a couple of games and noticed that the transitions between tiles are handled somewhat different. I was wondering which methods are to be used in different situations and why. I'm currently using internal edges in a top-down game, and it's working out so far. But I don't want to run into problems later on, and have to redo the whole tileset. I noticed that platforming games mostly use the internal edges, and top-down games mostly use external and hybrid transitions. I can see how these tiles are used to create "depth" in top-down games, where the player apears to be standing in front of a wall for example. But it seems unlikely that such a small feature decides the entire method for tile transitions. You could always alter the bounding box to create the same effect.

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  • 2-D Lighting Theory

    - by Richard
    I am writing a rogue-like 'zombie' management game. The game map will be similar to Prison Architect. A top-down 50 X 50 grid. I want to implemented a day night cycle and during the night I would like the player to be able to position lights. I would like to be able to lighten and dark to whole map to display the day and night cycle. Then lights would be a circle of light blocked by game entities such as walls, players, trees etc. How would I achieve and what is the standard way of achieving this?

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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  • Drawing Transparency in XNA 4.0

    - by dpaz
    Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to clear out the rectangle where the tile will be drawn, which I must do because A) there may no longer be a tile or B) the tile may itself contain transparency. How can I draw a rectangle of transparency onto an existing RenderTarget2D? I essentially want to clear just that rectangular portion of it. My Google searches have not yielded anything relevant.

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Touching a CGRect

    - by Coder404
    In my cocos2d app I am trying to determine when a CCSprite is touched Here is what I have: -(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{ NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), 27, 40); CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; if (CGRectContainsPoint(targetRect, touchLocation)) { NSLog(@"Moo cheese!"); } } return YES; } For some reason it does not work. Can someone help me?

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  • glutPostRedisplay() does not update display

    - by A D
    I am currently drawing a rectangle to the screen and would like to move it by using the arrow keys. However, when I press an arrow key the vertex data changes but the display does refresh to reflect these changes, even though I am calling glutPostRedisplay(). Is there something else that I must do? My code: #include <GL/glew.h> #include <GL/freeglut.h> #include <GL/freeglut_ext.h> #include <iostream> #include "Shaders.h" using namespace std; const int NUM_VERTICES = 6; const GLfloat POS_Y = -0.1; const GLfloat NEG_Y = -0.01; struct Vertex { GLfloat x; GLfloat y; Vertex() : x(0), y(0) {} Vertex(GLfloat givenX, GLfloat givenY) : x(givenX), y(givenY) {} }; Vertex left_paddle[NUM_VERTICES]; void init() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); left_paddle[0] = Vertex(-0.95f, 0.95f); left_paddle[1] = Vertex(-0.95f, 0.0f); left_paddle[2] = Vertex(-0.85f, 0.95f); left_paddle[3] = Vertex(-0.85f, 0.95f); left_paddle[4] = Vertex(-0.95f, 0.0f); left_paddle[5] = Vertex(-0.85f, 0.0f); GLuint vao; glGenVertexArrays( 1, &vao ); glBindVertexArray( vao ); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(left_paddle), NULL, GL_STATIC_DRAW); GLuint program = init_shaders( "vshader.glsl", "fshader.glsl" ); glUseProgram( program ); GLuint loc = glGetAttribLocation( program, "vPosition" ); glEnableVertexAttribArray( loc ); glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(vao); } void movePaddle(Vertex* array, GLfloat change) { for(int i = 0; i < NUM_VERTICES; i++) { array[i].y = array[i].y + change; } glutPostRedisplay(); } void special( int key, int x, int y ) { switch ( key ) { case GLUT_KEY_DOWN: movePaddle(left_paddle, NEG_Y); break; } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); glutSwapBuffers(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(500,500); glutCreateWindow("Rectangle"); glewInit(); init(); glutDisplayFunc(display); glutSpecialFunc(special); glutMainLoop(); return 0; }

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • How can you procedurally place objects in a non-gridded game?

    - by nickbadal
    This is a follow-up question to this question. I mistakenly worded the question, but got a good answer before I could correct myself, so I didn't want to delete it. Sorry! Now that I know that it is possible, I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but how can I generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters.

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  • Damageable ground similar to pocket tanks or archanists [closed]

    - by XenElement
    Possible Duplicate: Implementing a 2D destructible landscape (like Worms) A really cool feature in both the iPhone game pocket tanks and the online jagex game archanists is ground which can be blown up. When a projectile collides with the ground, an area equal to the blast radius which overlaps the ground is removed. It's strictly two dimensional, but it makes the experience that much more dynamic since you can dig a hole under your opponents or yourself. How is this implemented?

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  • Where can I get a list or data base of light reflectance values for different materials?

    - by mikidelux
    I'm implementing lighting for a WebGL app but I'm not an artist so I don't know how to generate or where to obtain a list of materials with its values (diffuse, specular, ambient and shininess). I've been searching a lot but with no luck. Is there any list or DB I might have overlooked? Any common repository or something similar? Thanks in advance. Note: English is not my main language, let me know if you don't understand something and I'll try to rephrase it.

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  • Designing for visually impaired gamers

    - by Aku
    Globally the number of people of all ages visually impaired is estimated to be 285 million, of whom 39 million are blind. — World Health Organisation, 2010. (That's 4.2% and 0.6% of the world population.) Most videogames put a strong emphasis on visuals in their content delivery. Visually impaired gamers are largely left out. How do I design a game to be accessible to visually impaired gamers?

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  • Can't load model using ContentTypeReader

    - by Xaosthetic
    I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading "Text\terrain". Cannot find ContentTypeReader AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral. I've read that this kind of error can be caused by space's in assembly name so i've already removed them all but exception still occurs. This is my content class: [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightmapInfo> { protected override void Write(ContentWriter output, HeightmapInfo value) { output.Write(value.getTerrainScale); output.Write(value.getHeight.GetLength(0)); output.Write(value.getHeight.GetLength(1)); foreach (float height in value.getHeight) { output.Write(height); } } public override string GetRuntimeType(TargetPlatform targetPlatform) { return "AdventureGame.World.Heightmap,AdventureGame,Version=1.0.0.0,Culture=neutral"; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral"; } } Does anyone meed that kind of error before?

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  • How do I repeatedly move an image by 1 pixel?

    - by Will
    I have a method that is moving a UIImageView called shootImg across the screen: -(IBAction)shoot{ if (appDelegate.shootInt > 0) { if (direction == 1) { shootImg.center = CGPointMake(shootImg.center.x+1, shootImg.center.y); appDelegate.shootInt = appDelegate.shootInt - 1; shootLabel.text = [NSString stringWithFormat:@"%d", appDelegate.shootInt]; } This does seem to work. But it only moves shootImage 1 pixel. What I want to do is make it repeatedly move 1 pixel. I tried a while loop but that didn't seem to work. I'm not using cocos2d or anything like that and if you need to see more code just ask. Thanks :)

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • How to draw a spotlight in 3D

    - by RecursiveCall
    To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the pre-regenerated 2D image is that it always look 2D and flat no matter how it is rotated in world space. The cone on the other hand is next to impossible to control when it comes to fade distance, it doesn't look soft (smooth) and it is expensive to compute.

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