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  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Is knowledge of hacking mechanisms required for an MMO?

    - by Gabe
    Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my job would be the networking portion. I'm not that familiar with network programming (I've read a very basic book on PHP, MYSQL and I messed around a bit with WAMP). In the course of my studying of PHP and MYSQL, should I look into hacking? Hacking as in port scanning, router hacking, etc. In MMOs people are always trying to cheat, bots and such, but the worst scenario would be having someone hack the databases. This is just my conception of this, I really don't know. I do however understand networking fairly well, like subnetting/ports/IP's (local/global)/etc. In your professional opinion, (If you understand the topic, enlighten me) Should I learn about these things in order to counter the possibility of this happening? Also, out of the things I mentioned (port scanning, router hacking) Is there anything else that pertains to hacking that I should look into? I'm not too familiar with the malicious/Security aspects of Networking. And a note: I'm not some kid trying to learn how to hack. I just want to learn as much as possible before I go to college, and I really need to know if I need to study this or not.

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • iPhone doesn't save password for Cisco IPsec VPN using racoon daemon

    - by dsx
    On my Debian server I had set up racoon daemon (1:0.8.0-14) for Cisco IPSec VPN using certificates for authentication. My racoon.conf is like following: log info; path certificate "/etc/racoon/certs"; listen { isakmp $SERVER_IP_HERE [500]; isakmp_natt $SERVER_IP_HERE [4500]; } timer { natt_keepalive 10 sec; } remote anonymous { lifetime time 24 hours; proposal_check obey; passive on; exchange_mode aggressive,main; my_identifier asn1dn; peers_identifier asn1dn; verify_identifier on; certificate_type x509 "cert_name.crt" "key_name.key"; ca_type x509 "ca.crt"; mode_cfg on; verify_cert on; ike_frag on; generate_policy on; nat_traversal on; dpd_delay 20; proposal { encryption_algorithm aes; hash_algorithm sha1; authentication_method xauth_rsa_server; dh_group modp1024; } } mode_cfg { conf_source local; auth_source system; auth_throttle 3; save_passwd on; dns4 8.8.8.8; network4 $SOME_LAN_SUBNET; netmask4 255.255.255.0; pool_size 128; } sainfo anonymous { pfs_group 2; lifetime time 24 hour; encryption_algorithm aes; authentication_algorithm hmac_sha1; compression_algorithm deflate; } I'm not using PSK authentication here. Using iPhone configuration utility I had uploaded all required certificates to iPhone and set up VPN on demand. Everything works just fine except one thing: iPhone refuses to save VPN password regardless of save_passwd on; in racoon configuration file. As opposed to iPhone behaviour, Mac OS X 10.8.2 have no problems saving password. I had examined iPhone log file and found following: racoon[151] <Notice>: >>>>> phase change status = phase 1 established configd[50] <Notice>: IPSec Network Configuration started. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-ADDRESS = $SUBNET_IP_HERE. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-MASK = 255.255.255.0. configd[50] <Notice>: IPSec Network Configuration: SAVE-PASSWORD = 0. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-DNS = 8.8.8.8. configd[50] <Notice>: IPSec Network Configuration: BANNER = . configd[50] <Notice>: IPSec Network Configuration: DEF-DOMAIN = . configd[50] <Notice>: IPSec Network Configuration: DEFAULT-ROUTE = local-address $SUBNET_IP_HERE/32. configd[50] <Notice>: IPSec Phase2 starting. configd[50] <Notice>: IPSec Network Configuration established. configd[50] <Notice>: IPSec Phase1 established. Please note IPSec Network Configuration message containing SAVE-PASSWORD = 0.. Is it a bug in racoon daemon on server, or iPhone (iOS version is 6.0.1 (10A523)) or it is me missing something? How to make iPhone remember IPSec VPN password?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • How to resolve high CPU + excessive stat("/etc/localtime") and clock_gettime(CLOCK_REALTIME) calls

    - by Yemster
    I've been experiencing really high CPU on a ruby on rails app (see stack below) and have been trying to diagnose the possible causes to no avail. Stack: ruby 1.9.3 rails 3.2.6 Apache/2.2.21 (Debian) Phusion Passenger 3.0.11 Whenever I run strace against the spiking Rack process PID (see Top excerpt below), I am seeing a tonne of stat("/etc/localtime") and clock_gettime(CLOCK_REALTIME) calls and have no idea how to stop these. Excerpt from Top showin running PID: PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 11674 www-user 20 0 313m 182m 5076 R 99 2.3 63:04.60 Rack: /var/www/my_rails_app/current 11634 www-user 20 0 411m 216m 5144 S 10 2.7 197:55.63 Rack: /var/www/my_rails_app/current Strace snippet below: [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 141474018}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 141577456}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 143073982}) = 0 [pid 11674] poll([{fd=15, events=POLLIN|POLLPRI}], 1, 0) = 0 (Timeout) [pid 11674] write(15, "b\0\0\0\3SELECT `images`.* FROM `ima"..., 102) = 102 [pid 11674] read(15, "\1\0\0\1\0229\0\0\2\3def\23myappy_productio"..., 16384) = 2063 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 144138035}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 ... [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 154076443}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 154189429}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 157185700}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 157298770}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 165076003}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 165212572}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 167542679}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354058955, 167683436}) = 0 .... [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 62052248}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 62182486}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 62919948}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 63057266}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 63751707}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 73730686}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 75874687}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 76077133}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 78205019}) = 0 ... [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 89370879}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 89583247}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 91637614}) = 0 [pid 11674] clock_gettime(CLOCK_REALTIME, {1354060036, 91782149}) = 0 Have Google'd around and came across a number of suggestions which I've tried with no success. Things tried so far: Have tried setting time zone as recommended here Made no difference and issue still persists. Content of my /etc/localtime: TZif2UTCTZif2UTC UTC0 Have tried the recommended fix for the leapsecond bug: date -s 'date' No joy so far. I'm fresh out of ideas so any help/advice on how to diagnose or resolve would be greatly appreciated.

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

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  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

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  • Embed IF text parser in another game?

    - by DragonFax
    Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and verbs from my own side. It will parse the sentences from the user and give me back some sort of structure/AST describing what the user asked for. Then my own code can then act upon that request. I don't need something SIRI level. The simple sentences and actions that current IF games support is fine. But I'm not looking to write a whole text/sentence parser myself. This isn't an If game and I can't write it entirely in an interactive-fiction language like inform 7. Unfortunatly, I can't seem to find any examples of anyone using the text parsing capabilities of these engines without writing the entire game in that engine's language.

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  • Asked to make a 2d platformer [on hold]

    - by Fendorio
    I've been tasked with creating a simple 2D platformer top be put on a webpage. The game is pretty much a simple Super Mario type game. I've been playing around with C# and C++ now for a couple years, so I'm aware that Unity offers a route to making a web game but for such a simplistic project i'm afraid that using unity would be overkill... i.e. slow, nobody wants to install the web player for a game with < 5 mins playtime. Html5 canvas/JS seems to jump out at me over flash, as that seems to be being pushed out. Any suggestions on a route to take would be greatly appreciated

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • Logic in Entity Components Systems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Why is syslog so much slower than file IO?

    - by ceving
    I wrote a simple test program to measure the performance of the syslog function. This are the results of my test system: (Debian 6.0.2 with Linux 2.6.32-5-amd64) Test Case Calls Payload Duration Thoughput [] [MB] [s] [MB/s] -------------------- ---------- ---------- ---------- ---------- syslog 200000 10.00 7.81 1.28 syslog %s 200000 10.00 9.94 1.01 write /dev/null 200000 10.00 0.03 343.93 printf %s 200000 10.00 0.13 76.29 The test program did 200000 system calls writing 50 Bytes of data during each call. Why is Syslog more than ten times slower than file IO? This is the program I used to perform the test: #include <fcntl.h> #include <stdio.h> #include <string.h> #include <sys/stat.h> #include <sys/time.h> #include <sys/types.h> #include <syslog.h> #include <unistd.h> const int iter = 200000; const char msg[] = "123456789 123456789 123456789 123456789 123456789"; struct timeval t0; struct timeval t1; void start () { gettimeofday (&t0, (void*)0); } void stop () { gettimeofday (&t1, (void*)0); } void report (char *action) { double dt = (double)t1.tv_sec - (double)t0.tv_sec + 1e-6 * ((double)t1.tv_usec - (double)t0.tv_usec); double mb = 1e-6 * sizeof (msg) * iter; if (action == NULL) printf ("Test Case Calls Payload Duration Thoughput \n" " [] [MB] [s] [MB/s] \n" "-------------------- ---------- ---------- ---------- ----------\n"); else { if (strlen (action) > 20) action[20] = 0; printf ("%-20s %-10d %-10.2f %-10.2f %-10.2f\n", action, iter, mb, dt, mb / dt); } } void test_syslog () { int i; openlog ("test_syslog", LOG_PID | LOG_NDELAY, LOG_LOCAL0); start (); for (i = 0; i < iter; i++) syslog (LOG_DEBUG, msg); stop (); closelog (); report ("syslog"); } void test_syslog_format () { int i; openlog ("test_syslog", LOG_PID | LOG_NDELAY, LOG_LOCAL0); start (); for (i = 0; i < iter; i++) syslog (LOG_DEBUG, "%s", msg); stop (); closelog (); report ("syslog %s"); } void test_write_devnull () { int i, fd; fd = open ("/dev/null", O_WRONLY); start (); for (i = 0; i < iter; i++) write (fd, msg, sizeof(msg)); stop (); close (fd); report ("write /dev/null"); } void test_printf () { int i; FILE *fp; fp = fopen ("/tmp/test_printf", "w"); start (); for (i = 0; i < iter; i++) fprintf (fp, "%s", msg); stop (); fclose (fp); report ("printf %s"); } int main (int argc, char **argv) { report (NULL); test_syslog (); test_syslog_format (); test_write_devnull (); test_printf (); }

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Possible to give one connection to each IP?

    - by Alice
    I am having overloading problems. Too many connections, and some IP has more than 20 connection at once. I do this command. netstat -anp |grep 'tcp\|udp' | awk '{print $5}' | cut -d: -f1 | sort | uniq -c | sort -n To get total of connection and this is the output: 1 106.3.98.81 1 106.3.98.82 1 108.171.251.2 1 110.85.103.207 1 111.161.30.217 1 113.53.103.55 1 119.235.237.20 1 124.106.19.34 1 157.55.32.166 1 157.55.33.49 1 157.55.34.28 1 175.141.103.239 1 180.76.5.59 1 180.76.5.61 1 188.235.165.216 1 205.213.195.70 1 216.157.222.25 1 218.93.205.100 1 222.77.209.105 1 27.153.148.109 1 27.159.194.242 1 27.159.253.71 1 54.242.122.201 1 61.172.50.99 1 65.55.24.239 1 71.179.78.5 1 74.125.136.27 1 74.125.182.30 1 74.125.182.36 1 79.112.225.39 1 93.190.139.208 2 124.227.191.67 2 157.55.33.84 2 157.55.35.34 2 190.66.3.107 2 203.87.153.38 2 220.161.119.3 2 221.6.15.156 2 27.153.148.116 2 27.159.197.0 2 96.47.224.42 3 202.14.70.1 3 218.6.15.42 3 222.77.218.226 3 222.77.224.187 3 37.59.66.100 3 46.4.181.244 3 87.98.254.192 3 91.207.8.62 4 188.143.233.222 4 218.108.168.166 4 221.12.154.18 4 93.182.157.8 4 94.142.128.183 5 180.246.170.187 5 8.21.6.226 6 178.137.94.87 6 218.93.205.112 7 199.15.234.222 9 9 125.253.97.6 10 178.137.17.196 11 46.118.192.179 12 212.79.14.14 21 72.201.187.135 27 0.0.0.0 Can anyone give me some directions, my server crashed few times this week because of this. Thanks. EDIT: Alright, my error logs says: [Thu Oct 18 12:17:39 2012] [error] could not make child process 4842 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4843 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4855 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4856 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4861 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4869 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4872 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4873 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4874 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4875 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4876 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4880 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4882 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4885 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4897 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4900 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4901 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4906 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4907 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4925 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4926 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4927 exit, attempting to continue anyway [Thu Oct 18 12:17:39 2012] [error] could not make child process 4931 exit, attempting to continue anyway [Thu Oct 18 12:17:40 2012] [notice] caught SIGTERM, shutting down PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib/php5/20060613+lfs/curl.iso' - /usr/lib/php5/20060613+lfs/curl.iso: cannot open shared object file: No such file or directory in Unknown on line 0 [Thu Oct 18 12:17:45 2012] [notice] Apache/2.2.9 (Debian) PHP/5.2.6-1+lenny10 with Suhosin-Patch configured -- resuming normal operations And I have over thousands of line saying:(each has different process id) [Thu Oct 18 12:17:38 2012] [error] child process 4906 still did not exit, sending a SIGKILL And I also have line saying: [Wed Oct 17 09:44:58 2012] [error] server reached MaxClients setting, consider raising the MaxClients setting <IfModule prefork.c> StartServers 8 MinSpareServers 5 MaxSpareServers 50 MaxClients 300 MaxRequestsPerChild 5000 </IfModule>

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  • Getting Started on Isometric Board Game port

    - by Jehosephat
    I have developed a (off-line) board game that I would like to translate to an online/social game in an isometric grid perspective. My background is in .NET web development, so I'm very comfortable with C#, HTML, jQuery/javascript. Still getting my feet wet with HTML5. I have familiarity with Flash, but I haven't worked with it in years. I'm also interested in working with Azure for hosting the back-end. Ultimately I'd like this game to have persistent leaderboard/achievements and therefore be able to log in through FB and Kong and the like. Obviously, I'm not looking for 'here's exactly how to do all of this'. But I would love some opinions on where to start, particularly given my background and goals. Would be happy to share more details if it makes answering easier! Thanks!

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  • How can I resolve component types in a way that supports adding new types relatively easily?

    - by John
    I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I can add and retrieve components. class GameObject: public Object { public: GameObject(std::string objectName); ~GameObject(void); Component * AddComponent(std::string name); Component * AddComponent(Component componentType); Component * GetComponent (std::string TypeName); Component * GetComponent (<Component Type Here>); private: std::map<std::string,Component*> m_components; }; I will have a collection of components that inherit from the base Components class. So if I have a meshRenderer component and would like to do the following GameObject * warship = new GameObject("myLovelyWarship"); MeshRenderer * meshRenderer = warship->AddComponent(MeshRenderer); or possibly MeshRenderer * meshRenderer = warship->AddComponent("MeshRenderer"); I could be make a Component Factory like this: class ComponentFactory { public: static Component * CreateComponent(const std::string &compTyp) { if(compTyp == "MeshRenderer") return new MeshRenderer; if(compTyp == "Collider") return new Collider; return NULL; } }; However, I feel like I should not have to keep updating the Component Factory every time I want to create a new custom Component but it is an option. Is there a more proper way to add and retrieve these components? Is standard templates another solution?

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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