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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Why not have a High Level Language based OS? Are Low Level Languages more efficient?

    - by rtindru
    Without being presumptuous, I would like you to consider the possibility of this. Most OS today are based on pretty low level languages (mainly C/C++) Even the new ones such as Android uses JNI & underlying implementation is in C In fact, (this is a personal observation) many programs written in C run a lot faster than their high level counterparts (eg: Transmission (a bittorrent client on Ubuntu) is a whole lot faster than Vuze(Java) or Deluge(Python)). Even python compilers are written in C, although PyPy is an exception. So is there a particular reason for this? Why is it that all our so called "High Level Languages" with the great "OOP" concepts can't be used in making a solid OS? So I have 2 questions basically. Why are applications written in low level languages more efficient than their HLL counterparts? Do low level languages perform better for the simple reason that they are low level and are translated to machine code easier? Why do we not have a full fledged OS based entirely on a High Level Language?

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  • What do you consider to be a high-level language and for what reason?

    - by Anto
    Traditionally, C was called a high-level language, but these days it is often referred to as a low-level language (it is high-level compared to Assembly, but it is very low-level compared to, for instance, Python, these days). Generally, everyone calls languages of the sort of Python and Java high-level languages nowadays. How would you judge whether a programming language really is a high-level language (or a low-level one)? Must you give direct instructions to the CPU while programming in a language to call it low-level (e.g. Assembly), or is C, which provides some abstraction from the hardware, a low-level language too? Has the meaning of "high-level" and "low-level" changed over the years?

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  • As a programmer, should I know low and high-level programming languages?

    - by job
    I been contacted to do some work remote controlling LEDs displays over TCP/IP, but my experience and preparation is mostly about high-level programming language. I said that to the person who contact me about the work and he told me that: "if you call yourself a programmer you should know all these things" Should a programmer really know the details of low-level programming? Or can I treat it as a black box concept, as theoretical knowledge but not necessarily doing it or implementing low level language solutions, having in mind that low-level programming is not my expertise?

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  • How to remove HDD Low virus

    - by samsudeen
    “HDD Low virus” is a new  fake system optimizer application which started affecting all  the Windows ( XP, vista, Windows 7) based computers world wide starting from Monday. It gets installed to the computers without notice by passing all our antivirus software. The infected computers will suddenly popup a system error  similar to the below screen shot and tries to shut down the computer.   Though the major anti virus companies have not yet release an update for this virus, We can easily remove this virus using the below steps Steps to remove HDD Low virus Press Alt+Ctrl+Delete and go the the Task Manager -> Process and kill the process with name [random number].exe ( e.g 123410.exe) Go to Run -> type msconfig to launch the System Configuration utility. In the Start up Tab un check  all the services with random name (e.g jygkgs.exe) and note folder path of the service in the Command column. Go to that folder path and delete all the exe files with random name manually ( It is recommended to use command prompt to delete the files) Delete all the HDD low files in the below path %Desktop%\HDD Low.lnk %Programs%\HDD Low\Uninstall HDD Low.lnk %Programs%\HDD Low\HDD Low.lnk Open registry using Run-> regedit.exe search for the below key and delete software\Microsoft\Windows\CurrentVersion\Run [random number].exe” Restart the computer Also update your anti virus definition and run a full scan of your computer to remove any affected files. This article titled,How to remove HDD Low virus, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • High level vs. low level programming. Do I really have to choose?

    - by EpsilonVector
    Every once in a while I'm asked in interviews which I like the best- low level or high level. It seems to me that the implicit message is that they are both a specialty and they want to know which direction I'm heading. The trouble is, I seem to like both. Low level is extremely challenging and often requires a great deal of esoteric knowledge. High level is where all the sexy things happen: applications that people use directly, results that can be easily demonstrated (showed off) in a way that is accessible to everybody, and you get to work with really advanced tools and interact with new technologies. I would really love to do both, even if it means alternating between them (I doubt there are jobs that will let me do both simultaneously), but I'm guessing that the industry rewards specialists more than generalists. Will it really be problematic career wise if I never choose one over the other? Is it practical to alternate between the two in the sense that if I were to leave a job doing one of them, I should experience no "friction" trying to get a job doing the other (assuming I'm reasonably in the loop)? Are there career opportunities where you get to do both? Do I really have to choose one over the other?

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  • Which programming languages aren't considered high-level?

    - by hilo
    In informatics theory I hear and read about high-level and low-level languages all time. Yet I don't understand why this is still relevant as there aren't any (relevant) low-level languages except assembler in use today. So you get: Low-level Assembler Definitely not low-level C BASIC FORTRAN COBOL ... High-level C++ Ruby Python PHP ... And if assembler is low-level, how could you put for example C into the same list. I mean: C is extremely high-level compared to assembler. Same even for COBOL, Fortran, etc. So why does everybody keep mentioning high and low-level languages if assembler is really the only low-level language.

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  • Level Design V.S. Modeler

    - by Ecurbed
    From what I understand being a level designer and a character/environment/object/etc Modeler are two different jobs, yet sometimes it feels like a Modeler can also do the job of the level designer. I know this also depends on the scale of the game. For small games maybe they are one and the same, but for bigger games they become two different jobs. I understand a background in some modeling could not hurt when it comes to level design, but the question I have is: Do jobs prefer people who can model for level designing? This way they can kill two birds with one stone and have someone to create the assets and design the level. What is your opinion of the training? Does level design contain skill sets that make them completely different from what a modeler can do, or is this an easy transition for a modeler to become a level designer? Can you be a bad level designer but a good modeler and vice versa?

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  • Low level programming - what's in it for me?

    - by back2dos
    For years I have considered digging into what I consider "low level" languages. For me this means C and assembly. However I had no time for this yet, nor has it EVER been neccessary. Now because I don't see any neccessity arising, I feel like I should either just schedule some point in time when I will study the subject or drop the plan forever. My Position For the past 4 years I have focused on "web technologies", which may change, and I am an application developer, which is unlikely to change. In application development, I think usability is the most important thing. You write applications to be "consumed" by users. The more usable those applications are, the more value you have produced. In order to achieve good usability, I believe the following things are viable Good design: Well-thought-out features accessible through a well-thought-out user interface. Correctness: The best design isn't worth anything, if not implemented correctly. Flexibility: An application A should constantly evolve, so that its users need not switch to a different application B, that has new features, that A could implement. Applications addressing the same problem should not differ in features but in philosophy. Performance: Performance contributes to a good user experience. An application is ideally always responsive and performs its tasks reasonably fast (based on their frequency). The value of performance optimization beyond the point where it is noticeable by the user is questionable. I think low level programming is not going to help me with that, except for performance. But writing a whole app in a low level language for the sake of performance is premature optimization to me. My Question What could low level programming teach me, what other languages wouldn't teach me? Am I missing something, or is it just a skill, that is of very little use for application development? Please understand, that I am not questioning the value of C and assembly. It's just that in my everyday life, I am quite happy that all the intricacies of that world are abstracted away and managed for me (mostly by layers written in C/C++ and assembly themselves). I just don't see any concepts, that could be new to me, only details I would have to stuff my head with. So what's in it for me? My Conclusion Thanks to everyone for their answers. I must say, nobody really surprised me, but at least now I am quite sure I will drop this area of interest until any need for it arises. To my understanding, writing assembly these days for processors as they are in use in today's CPUs is not only unneccesarily complicated, but risks to result in poorer runtime performance than a C counterpart. Optimizing by hand is nearly impossible due to OOE, while you do not get all kinds of optimizations a compiler can do automatically. Also, the code is either portable, because it uses a small subset of available commands, or it is optimized, but then it probably works on one architecture only. Writing C is not nearly as neccessary anymore, as it was in the past. If I were to write an application in C, I would just as much use tested and established libraries and frameworks, that would spare me implementing string copy routines, sorting algorithms and other kind of stuff serving as exercise at university. My own code would execute faster at the cost of type safety. I am neither keen on reeinventing the wheel in the course of normal app development, nor trying to debug by looking at core dumps :D I am currently experimenting with languages and interpreters, so if there is anything I would like to publish, I suppose I'd port a working concept to C, although C++ might just as well do the trick. Again, thanks to everyone for your answers and your insight.

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  • What kinds of low level knowledge matter?

    - by Peter Smith
    I realize that this question is similar to Low level programming - what's in it for me, but the answers didn't really address my question well. Part from just an understanding, how exactly does your low level knowledge translate into faster and better programs? There's the obvious lack of garbage collection, but what else is an advantage? Do you really outperform your optimizing compiler? Do you pack your data structures in as tight as possible and be concerned about alignment? There's extra freedom naturally, but does that really translate into a faster program?

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  • RPG level-experience formula [closed]

    - by Comy
    I want to make an RPG game and I would like an advice on how should I create my level-experience formula. I saw this formula http://rsdo.net/rsdonline/guides/Experience%20formula.html#PHP and I created a formula myself and I want to ask you which would be better. RuneScape rates My rates Level 2 - 83 xp Level 2 - 35 Level 3 - 174 xp Level 3 - 84 Level 4 - 276 xp Level 4 - 150 Level 5 - 388 xp Level 5 - 238 Level 10 - 1,154 xp Level 10 - 1,087 Level 100 - 14,391,160 xp Level 100 - 311,017 As you can see at level 100 RuneScape's xp is very big and my level 100 is equal with RuneScape's Level 61. Is it better if the xp grows very fast at one point or depends on how I make my game?

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • 3 Day Level 400 SQL Tuning Workshop 15 March in London, early bird and referral offer

    - by sqlworkshops
    I want to inform you that we have organized the "3 Day Level 400 Microsoft SQL Server 2008 and SQL Server 2005 Performance Monitoring & Tuning Hands-on Workshop" in London, United Kingdom during March 15-17, 2011.This is a truly level 400 hands-on workshop and you can find the Agenda, Prerequisite, Goal of the Workshop and Registration information at www.sqlworkshops.com/ruk. Charges are GBP 1800 (VAT excl.). Early bird discount of GBP 125 until 18 February. We are also introducing a new referral plan. If you refer someone who participates in the workshop you will receive an Amazon gift voucher for GBP 125.Feedback from one of the participants who attended our November London workshop:Andrew, Senior SQL Server DBA from UBS, UK, www.ubs.com, November 26, 2010:Rating: In a scale of 1 to 5 please rate each item below (1=Poor & 5=Excellent) Overall I was satisfied with the workshop 5 Instructor maintained the focus of the course 5 Mix of theory and practice was appropriate 5 Instructor answered the questions asked 5 The training facility met the requirement 5 How confident are you with SQL Server 2008 performance tuning 5 Additional comments from Andrew: The course was expertly delivered and backed up with practical examples. At the end of the course I felt my knowledge of SQL Server had been greatly enhanced and was eager to share with my colleagues. I felt there was one prerequisite missing from the course description, an open mind since the course changed some of my core product beliefs. For Additional workshop feedbacks refer to: www.sqlworkshops.com/feedbacks.I will be delivering the Level 300-400 1 Day Microsoft SQL Server 2008 Performance Monitoring and Tuning Seminar at Istanbul and Ankara, Turkey during March. This event is organized by Microsoft Turkey, let me know if you are in Turkey and would like to attend.During September 2010 I delivered this Level 300-400 1 Day Microsoft SQL Server 2008 Performance Monitoring and Tuning Seminar in Zurich, Switzerland organized by Microsoft Switzerland and the feedback was 4.85 out of 5, there were about 100 participants. During November 2010 when I delivered seminar in Lisbon, Portugal organized by Microsoft Portugal, the feedback was 8.30 out of 9, there were 130 participants.Our Mission: Empower customers to fully realize the Performance potential of Microsoft SQL Server without increasing the total cost of ownership (TCO) and achieve high customer satisfaction in every consulting engagement and workshop delivery.Our Business Plan: Provide useful content in webcasts, articles and seminars to get visibility for consulting engagements and workshop delivery opportunity. Help us by forwarding this email to your SQL Server friends and colleagues.Looking forwardR Meyyappan & Team @ www.SQLWorkshops.comLinkedIn: http://at.linkedin.com/in/rmeyyappan

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • Low CPU performance with low usage and clock - Windows 8.1

    - by Daniele
    I recently deleted everything from my PC and reinstalled Windows 8.1 from scratch. When I first booted into Windows everything was extremely slow though the CPU usage was very low (about 1%). After installing some drivers the problem seemed to be solved, I was able to use my PC normally. Today I installed a game and I noticed a strange behavior: the game was playable but the performance worsened more and more in the time. This is the situation BEFORE opening the game (normal): This is AFTER some minutes inside the game (low CPU usage and clock): Some information about my system: PC: Sony Vaio S13 (SVS13A1C5E) OS: Windows 8.1 CPU: Intel Core i7-3520M 2.90GHz GPU(1): Intel HD Graphics 4000 GPU(2): NVIDIA GeForce GT 640M LE I tried searching for new drivers and other solutions but noting worked and I don't know what is the cause. I did not checked the temperatures but the fans are not running fast and the PC does not look overheated. Update: Max CPU Temp: 66°C, Max GPU Temp: 61°C The strange thing is that the GPU load is 99% (GPU-Z) and the fan is almost silent. Update 2: I had troubles with Sony Vaio software, I can't get the FN keys and the STAMINA/SPEED switch to work (it is a physical switch to enable/disable the Nvidia card and change the Power Profile). I'm saying this because I remember that before reinstalling Windows there was an option in the Vaio Control Center (now it is not there anymore) that allowed me to choose from something like "priority to performance (ventilation)" or "priority to silence". The current behavior looks like a "priority to silence", but I can't get the stamina-speed switch to work and so I don't see similar oprions in the Vaio Control Center. I don't know if the problem is related to this.

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • High Load - Low IO - Low CPU usage

    - by devup
    I have a system whose load is rather high. As you can see from the top output below, CPU usage and I/O is negligible: top - 17:31:59 up 4 days, 2:34, 2 users, load average: 1.00, 0.99, 1.00 Tasks: 71 total, 1 running, 70 sleeping, 0 stopped, 0 zombie Cpu(s): 2.0%us, 2.0%sy, 0.0%ni, 95.9%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 960720k total, 707288k used, 253432k free, 67328k buffers Swap: 2811896k total, 2644k used, 2809252k free, 528928k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 15310 root 20 0 2512 1128 888 R 2.1 0.1 0:00.05 top I would appreciate any assistance with isolating the cause(s) of high load for when I/O and CPU are not factors.

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