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  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

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  • MediaWiki plugin for dynamic content via forms

    - by Geek42
    Are there any plugins for MediaWiki that would allow me to create a page that has a form at the top that when filled in populates tags further down in the document? Say someone would put a form with "Source Server:" and "Destination Server:" fields at the top. Once those were typed in it would automatically populate those names into the content lower so that when following the instructions you could just read the docs and not have to mentally replace things, and possibly mess it all up. I'm not looking to make pages that are permanent, just ones that can have values entered before they are followed. Any suggestions?

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  • Easiest Way to Get Started With 3D?

    - by ryebread761
    I'm looking at getting into 3D game development and am wondering what would be the best, quickest engine to get started with. I need to be able to develop on a Macintosh with it. I know Java, and PHP mainly but have worked in many others. At this point, I feel I can adapt to most languages quite easy. So the programming language doesn't really matter to me. I've sorta kinda tried unity in the past and wasn't all too fond of it, so it's kind of a "I can't find anything better" resort. I'm hoping with how open I am I will find something I like more. Thanks in advance.

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  • Request of some opinions about a vertical menu style and some suggestions for the site style [on hold]

    - by AndreaNobili
    I am developing a simple mainly static website using WordPress (because maybe in the future I will add some dynamic content) for a company. The new site have to follow the structure of the old site that requires the presence of a vertical main menu in the left column that contains the link to all the statics pages in the site. This is the old site structure: http://www.saranistri.com/ Now I have installed a new WordPress test site (this is only a test site): http://onofri.org/example/ As you can see in the left columns I have put two main menu vetical widgets that implements a possible choise for the maun menù (the top menù upon the header must be eliminated in the final implementation) I want to know some opinions about: 1) Which of the two version is better? Do you have some additional ideas about the CSS style of this vertical menu? 2) What could I do to give a more professional look to this site? (I know that I have to insert a logo into the header) Tnx Andrea

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  • What is an achievable way of setting content budgets (e.g. polygon count) for level content in a 3D title?

    - by MrCranky
    In answering this question for swquinn, the answer raised a more pertinent question that I'd like to hear answers to. I'll post our own strategy (promise I won't accept it as the answer), but I'd like to hear others. Specifically: how do you go about setting a sensible budget for your content team. Usually one of the very first questions asked in a development is: what's our polygon budget? Of course, these days it's rare that vertex/poly count alone is the limiting factor, instead shader complexity, fill-rate, lighting complexity, all come into play. What the content team want are some hard numbers / limits to work to such that they have a reasonable expectation that their content, once it actually gets into the engine, will not be too heavy. Given that 'it depends' isn't a particularly useful answer, I'd like to hear a strategy that allows me to give them workable limits without being a) misleading, or b) wrong.

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • Developing a search algorithm

    - by Richart Bremer
    I want to create a basic search engine, and I want you to give me some ideas how to filter out the best results for my visitors. I have three fields regarding a product the user can search in: Title Category Description I came up with these ideas and I ask you to either competently criticize them or add to them. If the search term occurs in all three fields it should be among the first results. If it is in two of the fields it is below the results of 1. Combine the amount of occurences and output a value in per cent. For instance if in all fields together the term clock appeared 50 times and in all fields together there are 200 words, then the per cent value is 50/200*100 = 25%. Another product entry amounts to say 20% so product one having 25% is listed before product two having 20%.

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  • Add to extra div to the side of the content

    - by Kreker
    Hi. I've read some post for adding extra divs to the both sides of the main content and act like a sidebars. But I want to add 2 extra div for adding some graphics and the right will be to the right of the actual sidebar. I took a screenshot for explain my self better. I've added to extra div before the pagewrap and working with css I locate the divs to left and to the right but there is a problem, if some has a resolution smaller then me the divs start moving messing up the loyout. I want that they stay near the content and the sidebar for all the resolution. I've tryed working with css with position and % but with no results. Ok so, the cyan rectangle would be the extra divs, and the gray graphics the contents of these. I don't care if the users has smaller resolutions, the graphics can go out the screen, but the "roots" must be fixed to the side of the main content ;) Hope I explained well. This is the screenshot http://cl.ly/0D2H1s0t3Y0p2A412L35/Schermata-2011-01-11-a-22.22.17.png Thanks for help

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  • Android Game Development in Java [on hold]

    - by Nusrat
    I have been searching for some good tutorials/frameworks for developing an Android Game . I want to develop a 3D Car Racing game . I have already looked into http://stackoverflow.com/questions/4227759/android-game-engine-for-2d-and-3d-games. Now , i know that Android Games can be developed using Java/Action Scripts/JS etc . Many of the users are suggesting me to use http://unity3d.com , but i found that it uses JavaScript, C#, Boo . I don't know JS too much , Is it possible to develop a very professional level Game for Android using my Java knowledge ? Any Software like Unity which allow me to code in Java ?

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  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

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  • Engine finish() causes segmentation fault

    - by Becky
    Hello All - I am using M2Crypto revision 723 from the repository. I am trying to clean up my engine. If I have the pkcs11.finish() line in my script, the script finishes but gets a segmentation fault at the end. Without the finish() line, no segmentation fault occurs. Is there something wrong with the way I'm using finish()? dynamic=Engine.load_dynamic_engine("pkcs11","/usr/local/ssl/lib/engines/engine_pkcs11.so") pkcs11 = Engine.Engine("pkcs11") pkcs11.ctrl_cmd_string("MODULE_PATH", "/usr/lib/libeTPkcs11.so") pkcs11.init() # next few steps which I deleted pass password and grab key & cert off token pkcs11.finish() Engine.cleanup() Thanks!

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  • Parallel prologue and epilogue in Grid Engine

    - by ajdecon
    We have a cluster being used to run MPI jobs for a customer. Previously this cluster used Torque as the scheduler, but we are transitioning to Grid Engine 6.2u5 (for some other features). Unfortunately, we are having trouble duplicating some of our maintenance scripts in the Grid Engine environment. In Torque, we have a prologue.parallel script which is used to carry out an automated health-check on the node. If this script returns a fail condition, Torque will helpfully offline the node and re-queue the job to use a different group of nodes. In Grid Engine, however, the queue "prolog" only runs on the head node of the job. We can manually run our prologue script from the startmpi.sh initialization script, for the mpi parallel environment; but I can't figure out how to detect a fail condition and carry out the same "mark offline and requeue" procedure. Any suggestions?

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  • XSL testing empty strings with <xsl:if> and sorting

    - by AdRock
    I am having trouble with a template that has to check 3 different nodes and if they are not empty, print the data I am using for each node then doing the output but it is not printing anything. It is like the test returns zero. I have selected the parent node of each node i want to check the length on as the template match but it still doesn't work. Another thing, how do i sort the list using . I tried using this but i get an error about loading the stylesheet. If i take out the sort it works <xsl:template match="folktask/member"> <xsl:if test="user/account/userlevel='3'"> <xsl:sort select="festival/event/datefrom"/> <div class="userdiv"> <xsl:apply-templates select="user"/> <xsl:apply-templates select="festival"/> </div> </xsl:if> </xsl:template> <xsl:template match="festival"> <xsl:apply-templates select="contact"/> </xsl:template> This should hopefully finish all my stylesheets. This is the template I am calling <xsl:template match="contact"> <xsl:if test="string-length(contelephone)!=0"> <div class="small bold">TELEPHONE:</div> <div class="large"> <xsl:value-of select="contelephone/." /> </div> </xsl:if> <xsl:if test="string-length(conmobile)!=0"> <div class="small bold">MOBILE:</div> <div class="large"> <xsl:value-of select="conmobile/." /> </div> </xsl:if> <xsl:if test="string-length(fax)!=0"> <div class="small bold">FAX:</div> <div class="large"> <xsl:value-of select="fax/." /> </div> </xsl:if> </xsl:template> and a section of my xml. If you need me to edit my post so you can see the full code i will but the rest works fine. <folktask> <member> <user id="4"> <personal> <name>Connor Lawson</name> <sex>Male</sex> <address1>12 Ash Way</address1> <address2></address2> <city>Swindon</city> <county>Wiltshire</county> <postcode>SN3 6GS</postcode> <telephone>01791928119</telephone> <mobile>07338695664</mobile> <email>[email protected]</email> </personal> <account> <username>iTuneStinker</username> <password>3a1f5fda21a07bfff20c41272bae7192</password> <userlevel>3</userlevel> <signupdate>2010-03-26T09:23:50</signupdate> </account> </user> <festival id="1"> <event> <eventname>Oxford Folk Festival</eventname> <url>http://www.oxfordfolkfestival.com/</url> <datefrom>2010-04-07</datefrom> <dateto>2010-04-09</dateto> <location>Oxford</location> <eventpostcode>OX1 9BE</eventpostcode> <coords> <lat>51.735640</lat> <lng>-1.276136</lng> </coords> </event> <contact> <conname>Stuart Vincent</conname> <conaddress1>P.O. Box 642</conaddress1> <conaddress2></conaddress2> <concity>Oxford</concity> <concounty>Bedfordshire</concounty> <conpostcode>OX1 3BY</conpostcode> <contelephone>01865 79073</contelephone> <conmobile></conmobile> <fax></fax> <conemail>[email protected]</conemail> </contact> </festival> </member> </folktask>

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  • template class: ctor against function -> new C++ standard

    - by Oops
    Hi in this question: http://stackoverflow.com/questions/2779155/template-point2-double-point3-double Dennis and Michael noticed the unreasonable foolishly implemented constructor. They were right, I didn't consider this at that moment. But I found out that a constructor does not help very much for a template class like this one, instead a function is here much more convenient and safe namespace point { template < unsigned int dims, typename T > struct Point { T X[ dims ]; std::string str() { std::stringstream s; s << "{"; for ( int i = 0; i < dims; ++i ) { s << " X" << i << ": " << X[ i ] << (( i < dims -1 )? " |": " "); } s << "}"; return s.str(); } Point<dims, int> toint() { Point<dims, int> ret; std::copy( X, X+dims, ret.X ); return ret; } }; template < typename T > Point< 2, T > Create( T X0, T X1 ) { Point< 2, T > ret; ret.X[ 0 ] = X0; ret.X[ 1 ] = X1; return ret; } template < typename T > Point< 3, T > Create( T X0, T X1, T X2 ) { Point< 3, T > ret; ret.X[ 0 ] = X0; ret.X[ 1 ] = X1; ret.X[ 2 ] = X2; return ret; } template < typename T > Point< 4, T > Create( T X0, T X1, T X2, T X3 ) { Point< 4, T > ret; ret.X[ 0 ] = X0; ret.X[ 1 ] = X1; ret.X[ 2 ] = X2; ret.X[ 3 ] = X3; return ret; } }; int main( void ) { using namespace point; Point< 2, double > p2d = point::Create( 12.3, 34.5 ); Point< 3, double > p3d = point::Create( 12.3, 34.5, 56.7 ); Point< 4, double > p4d = point::Create( 12.3, 34.5, 56.7, 78.9 ); //Point< 3, double > p1d = point::Create( 12.3, 34.5 ); //no suitable user defined conversion exists //Point< 3, int > p1i = p4d.toint(); //no suitable user defined conversion exists Point< 2, int > p2i = p2d.toint(); Point< 3, int > p3i = p3d.toint(); Point< 4, int > p4i = p4d.toint(); std::cout << p2d.str() << std::endl; std::cout << p3d.str() << std::endl; std::cout << p4d.str() << std::endl; std::cout << p2i.str() << std::endl; std::cout << p3i.str() << std::endl; std::cout << p4i.str() << std::endl; char c; std::cin >> c; } has the new C++ standard any new improvements, language features or simplifications regarding this aspect of ctor of a template class? what do you think about the implementation of the combination of namespace, stuct and Create function? many thanks in advance Oops

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  • How does a template class inherit another template class?

    - by hkBattousai
    I have a "SquareMatrix" template class which inherits "Matrix" template class, like below: SquareMatrix.h: #ifndef SQUAREMATRIX_H #define SQUAREMATRIX_H #include "Matrix.h" template <class T> class SquareMatrix : public Matrix<T> { public: T GetDeterminant(); }; template <class T> // line 49 T SquareMatrix<T>::GetDeterminant() { T t = 0; // Error: Identifier "T" is undefined // line 52 return t; // Error: Expected a declaration // line 53 } // Error: Expected a declaration // line 54 #endif I commented out all other lines, the files contents are exactly as above. I receive these error messages: LINE 49: IntelliSense: expected a declaration LINE 52: IntelliSense: expected a declaration LINE 53: IntelliSense: expected a declaration LINE 54: error C2039: 'GetDeterminant' : is not a member of 'SquareMatrix' LINE 54: IntelliSense: expected a declaration So, what is the correct way of inheriting a template class? And what is wrong with this code? The "Matrix" class: template <class T> class Matrix { public: Matrix(uint64_t unNumRows = 0, uint64_t unNumCols = 0); void GetDimensions(uint64_t & unNumRows, uint64_t & unNumCols) const; std::pair<uint64_t, uint64_t> GetDimensions() const; void SetDimensions(uint64_t unNumRows, uint64_t unNumCols); void SetDimensions(std::pair<uint64_t, uint64_t> Dimensions); uint64_t GetRowSize(); uint64_t GetColSize(); void SetElement(T dbElement, uint64_t unRow, uint64_t unCol); T & GetElement(uint64_t unRow, uint64_t unCol); //Matrix operator=(const Matrix & rhs); // Compiler generate this automatically Matrix operator+(const Matrix & rhs) const; Matrix operator-(const Matrix & rhs) const; Matrix operator*(const Matrix & rhs) const; Matrix & operator+=(const Matrix & rhs); Matrix & operator-=(const Matrix & rhs); Matrix & operator*=(const Matrix & rhs); T& operator()(uint64_t unRow, uint64_t unCol); const T& operator()(uint64_t unRow, uint64_t unCol) const; static Matrix Transpose (const Matrix & matrix); static Matrix Multiply (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Add (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Subtract (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Negate (const Matrix & matrix); // TO DO: static bool IsNull(const Matrix & matrix); static bool IsSquare(const Matrix & matrix); static bool IsFullRowRank(const Matrix & matrix); static bool IsFullColRank(const Matrix & matrix); // TO DO: static uint64_t GetRowRank(const Matrix & matrix); static uint64_t GetColRank(const Matrix & matrix); protected: std::vector<T> TheMatrix; uint64_t m_unRowSize; uint64_t m_unColSize; bool DoesElementExist(uint64_t unRow, uint64_t unCol); };

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Representing and executing simple rules - framework or custom?

    - by qtips
    I am creating a system where users will be able to subscribe to events, and get notified when the event has occured. Example of events can be phone call durations and costs, phone data traffic notations, and even stock rate changes. Example of events: customer 13532 completed a call with duration 11:45 min and cost $0.4 stock rate for Google decreased with 0.01% Customers can subscribe to events using some simple rules e.g. When stock rate of Google decreases more than 0.5% When the cost of a call of my subscription is over $1 Now, as the set of different rules is currently predefined, I can easily create a custom implemention that applies rules to an event. But if the set of rules could be much larger, and if we also allow for custom rules (e.g. when stock rate of Google decreses more than 0.5% AND stock rate of Apple increases with 0.5%), the system should be able to adapt. I am therefore thinking of a system that can interpret rules using a simple grammer and then apply them. After som research I found that there exists rule-based engines that can be used, but I am unsure as they seem too complicated and may be a little overkill for my situation. Is there a Java framework suited for this area? Should we use framework, a rule engine, or should we create something custom? What are the pros and cons?

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • Template problems: No matching function for call

    - by Nick Sweet
    I'm trying to create a template class, and when I define a non-member template function, I get the "No matching function for call to randvec()" error. I have a template class defined as: template <class T> class Vector { T x, y, z; public: //constructors Vector(); Vector(const T& x, const T& y, const T& z); Vector(const Vector& u); //accessors T getx() const; T gety() const; T getz() const; //mutators void setx(const T& x); void sety(const T& y); void setz(const T& z); //operations void operator-(); Vector plus(const Vector& v); Vector minus(const Vector& v); Vector cross(const Vector& v); T dot(const Vector& v); void times(const T& s); T length() const; //Vector<T>& randvec(); //operators Vector& operator=(const Vector& rhs); friend std::ostream& operator<< <T>(std::ostream&, const Vector<T>&); }; and the function in question, which I've defined after all those functions above, is: //random Vector template <class T> Vector<double>& randvec() { const int min=-10, max=10; Vector<double>* r = new Vector<double>; int randx, randy, randz, temp; const int bucket_size = RAND_MAX/(max-min +1); temp = rand(); //voodoo hackery do randx = (rand()/bucket_size)+min; while (randx < min || randx > max); r->setx(randx); do randy = (rand()/bucket_size)+min; while (randy < min || randy > max); r->sety(randy); do randz = (rand()/bucket_size)+min; while (randz < min || randz > max); r->setz(randz); return *r; } Yet, every time I call it in my main function using a line like: Vector<double> a(randvec()); I get that error. However, if I remove the template and define it using 'double' instead of 'T', the call to randvec() works perfectly. Why doesn't it recognize randvec()? P.S. Don't mind the bit labeled voodoo hackery - this is just a cheap hack so that I can get around another problem I encountered.

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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