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  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

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  • Wubi installation broken by update - now unable to mount

    - by Outspaced
    As of today, my wubi installation of Ubuntu won't boot (goes straight to 'minimal bash-like interface) and I am unable to mount it when I boot straight to Ubuntu. If I boot straight into Ubuntu (not using Wubi, not going via Windows), I am able to mount the Windows partition and see the Wubi partition there: sudo mount -t ntfs /dev/sda5 /media/winxp And from there I can see the wubi root disk: /media/winxp/ubuntu/disks/root.disk But if I try to mount this: sudo mount -o loop /media/winxp/ubuntu/disks/root.disk /media/wubi I get an error: /media/winxp/ubuntu/disks/root.disk Input/Output Error If I then try fsck: sudo fsck /media/winxp/ubuntu/disks/root.disk I get this: Input/Output Error while trying to open /media/winxp/ubuntu/disks/root.disk The Superblock could not be read or does not describe a correct etx2 filesystem. If the device is valid and it really contains an ext2 filesystem (and not swap or ufs or something else), then the superblock is corrupt and you might want to try running e2fsk with an alternate superblock: e2fsck -b 8193 <device ... this gives me the same result. There is data on this partition that I really need to be able to access, so I can't delete and reinstall. Any help much appreciated. Thanks.

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Alternatives to type casting in your domain

    - by Mr Happy
    In my Domain I have an entity Activity which has a list of ITasks. Each implementation of this task has it's own properties beside the implementation of ITask itself. Now each operation of the Activity entity (e.g. Execute()) only needs to loop over this list and call an ITask method (e.g. ExecuteTask()). Where I'm having trouble is when a specific tasks' properties need to be updated. How do I get an instance of that task? The options I see are: Get the Activity by Id and cast the task I need. This'll either sprinkle my code with: Tasks.OfType<SpecificTask>().Single(t => t.Id == taskId) or Tasks.Single(t => t.Id == taskId) as SpecificTask Make each task unique in the whole system (make each task an entity), and create a new repository for each ITask implementation I don't like either option, the first because I don't like casting: I'm using NHibernate and I'm sure this'll come back and bite me when I start using Lazy Loading (NHibernate currently uses proxies to implement this). I don't like the second option because there are/will be dozens of different kind of tasks. Which would mean I'd have to create as many repositories. Am I missing a third option here? Or are any of my objections to the two options not justified? How have you solved this problem in the past?

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  • What am I missing about PHP?

    - by Aerovistae
    It's like this mythical thing that a dominating portion of developers say is just the best option for back-end development, a part of development about which I know virtually nothing beyond the absolute basics. So I've looked up PHP tutorials a bunch of times, trying to figure out why it's so powerful and common, but it's annoying as hell-- all the tutorials treat you like a new programmer. You know, this is how you make an If Else statement, here's a for loop, etc. The "Advanced Topics" show you how to make POST and GET statements and whatnot. But there must be more to it! I don't get it! That's practically no different from JavaScript. What am I missing about this language? What else can it do? Where's the power and versatility? I've heard it called a function soup; where are all the functions? Please chide me. I'm clearly missing something.

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  • Packing up files on my machine, sending it to a server, and unpacking it

    - by MxyL
    I am implementing a feature in my application that sends all files in a specified folder to a server. I have the basic FTP transaction set up using Apache Commons FTPClient: it sets up a connection and transfers a file from one place to another. So I can simply loop over the directory and use this connection to transfer all the files. However, this could be better. Rather than transferring each file one by one, it makes more sense to pack it up in a compressed archive and then send the whole file at once. Saves time and bandwidth, since these are just text files so they compress nicely. So I would like to add automatic archive packing and unpacking. This is the workflow I have planned out, using zip compression: Zip all files in the folder Send the file over Unzip the files at its destination 1 and 2 are easy since the files are on the local machine, but I'm not sure how to accomplish the last step, when the files are now on a remote server. What are my options? I have control over what I can put and run on the server. Perhaps it is not necessary to do the packing/unpacking myself?

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  • cannot boot Ubuntu after fresh install

    - by Jonathan
    I just installed Ubuntu on a Lenovo v570, and cannot boot into the system. All I get is a loop, where some (bios) info is displayed, and then the computer asks me where I would like to boot from. I tried reinstalling, reinstalling with a custom partition scheme, and boot -repair after the install. None of these work. I can see the files on my harddisk have been copied. I have installed many Ubuntus in the past, as well other distros where custom partitioning is required. I don't know where to find any useful information since I don't even get too the grub menu. One odd thing I noticed. The bios now had options to boot USB, OpenSuse,Fedora, or the HD. I am not dual booting. I also realized that the boot info is for a network boot, which means the computer is not recognizing what to boot. It is boot an HD problem, because I can install other OSs just fine. I am completely stumped. I would like to settle this, and end up with a tutorial, that explains to me what happened.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • TXPAUSE : polite waiting for hardware transactional memory

    - by Dave
    Classic locks are an appropriate tool to prevent potentially conflicting operations A and B, invoked by different threads, from running at the same time. In a sense the locks cause either A to run before B or vice-versa. Similarly, we can replace the locks with hardware transactional memory, or use transactional lock elision to leverage potential disjoint access parallelism between A and B. But often we want A to wait until B has run. In a Pthreads environment we'd usually use locks in conjunction with condition variables to implement our "wait until" constraint. MONITOR-MWAIT is another way to wait for a memory location to change, but it only allows us to track one cache line and it's only available on x86. There's no similar "wait until" construct for hardware transactions. At the instruction-set level a simple way to express "wait until" in transactions would be to add a new TXPAUSE instruction that could be used within an active hardware transaction. TXPAUSE would politely stall the invoking thread, possibly surrendering or yielding compute resources, while at the same time continuing to track the transaction's address-set. Once a transaction has executed TXPAUSE it can only abort. Ideally that'd happen when some other thread modifies a variable that's in the transaction's read-set or write-set. And since we're aborting all writes would be discarded. In a sense this gives us multi-location MWAIT but with much more flexibility. We could also augment the TXPAUSE with a cycle-count bound to cap the time spent stalled. I should note that we can already enter a tight spin loop in a transaction to wait for updates to address-set to cause an abort. Assuming that the implementation monitors the address-set via cache-coherence probes, by waiting in this fashion we actually communicate via the probes, and not via memory values. That is the updating thread signals the waiter via probes instead of by traditional memory values. But TXPAUSE gives us a polite way to spin.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • how to organize rendering

    - by Irbis
    I use a deferred rendering. During g-buffer stage my rendering loop for a sponza model (obj format) looks like this: int i = 0; int sum = 0; map<string, mtlItem *>::const_iterator itrEnd = mtl.getIteratorEnd(); for(map<string, mtlItem *>::const_iterator itr = mtl.getIteratorBegin(); itr != itrEnd; ++itr) { glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, itr->second->map_KdId); glDrawElements(GL_TRIANGLES, indicesCount[i], GL_UNSIGNED_INT, (GLvoid*)(sum * 4)); sum += indicesCount[i]; ++i; glBindTexture(GL_TEXTURE_2D, 0); } I sorted faces based on materials. I switch only a diffuse texture but I can place there more material properties. Is it a good approach ? I also wonder how to handle a different kind of materials, for example: some material use a normal map, other doesn't use. Should I have a different shaders for them ?

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  • I just started a job with Scrum and something seems to be missing. I am new to Scrum

    - by punkouter
    The code is a complete mess of a combination of classic ASP/ASP.NET. The scrum consist of us patching up the big mess or making additions to it. We are all too busy doing that to start a rewrite so I am wondering.. Where is the part in Scrum where the developers can have the power to say that enough is enough and demand that they are given time to start the big rewrite? We seem in an endless loop of just patching old code with 'Stories'. So things are being run by the non-technical people who seem to have no desire to push for a rewrite because they don't understand how bad the codebase has gotten.. So who is in charge of making this big rewrite change happen? The developers? The Scrum Master? The current strategy is just to find time and do it ourselves without the higher-ups involved since they are mostly to blame for the current mess we are in.. <- insert rant about non-technical people telling technical people what to do here ->.

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  • touch detection of non-rectangular sprites (cocos2d)

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

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Can't find new.h - getting gcc-4.2 on Quantal?

    - by Suyo
    I've been trying to compile the Valve Source SDK (2007) on my machine, but I keep running into the same error: In file included from ../public/tier1/interface.h:50:0, from ../utils/serverplugin_sample/serverplugin_empty.cpp:13: ../public/tier0/platform.h:46:17: new.h: No such file or directory I'm pretty new to C++ coding and compiling, but using apt-file search I tried to use every single suggestion for the required files in the Makefile (libstdc++.a and libgcc_eh.a), and none worked. I then found a note in the Makefile saying gcc 4.2.2 is recommended - I assume the older code won't work with the newer version, but gcc-4.2 is unavailable in 12.10. So my question/s is/are: If my assumption is right - how do I get gcc 4.2.2 on Quantal? If my assumption is wrong - what else could be the problem here? Relevant portion of the Makefile: # compiler options (gcc 3.4.1 will work - 4.2.2 recommended) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB="/usr/lib/gcc/x86_64-w64-mingw32/4.6/libstdc++.a /usr/lib/gcc/x86_64-w64-mingw32/4.6/libgcc_eh.a" # GCC 4.2.2 optimization flags, if you're using anything below, don't use these! OPTFLAGS=-O1 -fomit-frame-pointer -ffast-math -fforce-addr -funroll-loops -fthread-jumps -fcrossjumping -foptimize-sibling-calls -fcse-follow-jumps -fcse-skip-blocks -fgcse -fgcse-lm -fexpensive-optimizations -frerun-cse-after-loop -fcaller-saves -fpeephole2 -fschedule-insns2 -fsched-interblock -fsched-spec -fregmove -fstrict-overflow -fdelete-null-pointer-checks -freorder-blocks -freorder-functions -falign-functions -falign-jumps -falign-loops -falign-labels -ftree-vrp -ftree-pre -finline-functions -funswitch-loops -fgcse-after-reload #OPTFLAGS= # put any compiler flags you want passed here USER_CFLAGS=-m32

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  • Randomly and uniquely iterating over a range

    - by Synetech
    Say you have a range of values (or anything else) and you want to iterate over the range and stop at some indeterminate point. Because the stopping value could be anywhere in the range, iterating sequentially is no good because it causes the early values to be accessed more often than later values (which is bad for things that wear out), and also because it reduces performance since it must traverse extra values. Randomly iterating is better because it will (on average) increase the hit-rate so that fewer values have to be accessed before finding the right one, and also distribute the accesses more evenly (again, on average). The problem is that the standard method of randomly jumping around will result in values being accessed multiple times, and has no automatic way of determining when each value has been checked and thus the whole range has been exhausted. One simplified and contrived solution could be to make a list of each value, pick one at random, then remove it. Each time through the loop, you pick one fromt he set of remaining items. Unfortunately this only works for small lists. As a (forced) example, say you are creating a game where the program tries to guess what number you picked and shows how many guess it took. The range is between 0-255 and instead of asking Is it 0? Is it 1? Is it 2?…, you have it guess randomly. You could create a list of 255 numbers, pick randomly and remove it. But what if the range was between 0-232? You can’t really create a 4-billion item list. I’ve seen a couple of implementations RNGs that are supposed to provide a uniform distribution, but none that area also supposed to be unique, i.e., no repeated values. So is there a practical way to randomly, and uniquely iterate over a range?

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  • 7 drived classes with one common base class

    - by user144905
    i have written the following code, //main.cpp #include<iostream> #include<string> #include"human.h" #include"computer.h" #include"referee.h" #include"RandomComputer.h" #include"Avalanche.h" #include"Bureaucrat.h" #include"Toolbox.h" #include"Crescendo.h" #include"PaperDoll.h" #include"FistfullODollors.h" using namespace std; int main() { Avalanche pla1; Avalanche pla2; referee f; pla1.disp(); for (int i=0;i<5;i++) { cout<<pla2.mov[i]; } return 0; } in this program all included classes except referee.h and human.h are drived from computer.h. each drived calls has a char array variable which is initialized when a member of a drived class is declared. the problem is that when i declare tow diffrent drived class memebers lets say Avalache and ToolBox. upon printing the char array for one of them using for loop it prints nothing. However if i declare only one of them in main.cpp the it works properly. and the file for computer.h is as such: #ifndef COMPUTER_H #define COMPUTER_H class computer { public: int nump; char mov[]; void disp(); }; #endif ToolBox.h is like this: #ifndef TOOLBOX_H #define TOOLBOX_H #include"computer.h" class Toolbox: public computer { public: Toolbox(); }; #endif finally Avalanche.h is as following: #ifndef AVALANCHE_H #define AVALANCHE_H #include"computer.h" class Avalanche: public computer { public: Avalanche(); }; #endif

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  • Enterprise Portal Issue with the Ax Demo VPCs

    - by ssmantha
    Microsoft’s Ax Demo VPC is basically configured for a static IP address 192.168.0.1, this is due to the fact that the VPC has Domain Controlller configured in it which requires a static IP. When we put this VPC on a network with a different subnet and change the IP you can observer that the site http://sharepoint and http://sharepoint/EP cease to function and show “Page Not Found” errors in the browser. This is mainly due to the DNS configuration which is not updated. Below is the screen shot of the changes that needs to be done to make the site functioning properly. Change the following entries in the Forward Lookup Zones of DNS management: These websites default, SharePoint and projectserver are all mapped to a single port in the IIS i.e. port number 80. These websites are recognised with host headers. These host headers are configured in DNS with incorrect IP address entries in DNS when you change the IP address of the VPC. Just change these values to point to the Local Loop Adapter (127.0.0.1) and change the DNS to point to this address in the TCP/IP properties as shown below: This will resolve the issue with the website rendering. Initially you may get time out errors while browsing these website. be patient and try again this would work.

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Design in "mixed" languages: object oriented design or functional programming?

    - by dema80
    In the past few years, the languages I like to use are becoming more and more "functional". I now use languages that are a sort of "hybrid": C#, F#, Scala. I like to design my application using classes that correspond to the domain objects, and use functional features where this makes coding easier, more coincise and safer (especially when operating on collections or when passing functions). However the two worlds "clash" when coming to design patterns. The specific example I faced recently is the Observer pattern. I want a producer to notify some other code (the "consumers/observers", say a DB storage, a logger, and so on) when an item is created or changed. I initially did it "functionally" like this: producer.foo(item => { updateItemInDb(item); insertLog(item) }) // calls the function passed as argument as an item is processed But I'm now wondering if I should use a more "OO" approach: interface IItemObserver { onNotify(Item) } class DBObserver : IItemObserver ... class LogObserver: IItemObserver ... producer.addObserver(new DBObserver) producer.addObserver(new LogObserver) producer.foo() //calls observer in a loop Which are the pro and con of the two approach? I once heard a FP guru say that design patterns are there only because of the limitations of the language, and that's why there are so few in functional languages. Maybe this could be an example of it? EDIT: In my particular scenario I don't need it, but.. how would you implement removal and addition of "observers" in the functional way? (I.e. how would you implement all the functionalities in the pattern?) Just passing a new function, for example?

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  • Throwing and catching exceptions in the same function/method

    - by usr
    I've written a function that asks a user for input until user enters a positive integer (a natural number). Somebody said I shouldn't throw and catch exceptions in my function and should let the caller of my function handle them. I wonder what other developers think about this. I'm also probably misusing exceptions in the function. Here's the code in Java: private static int sideInput() { int side = 0; String input; Scanner scanner = new Scanner(System.in); do { System.out.print("Side length: "); input = scanner.nextLine(); try { side = Integer.parseInt(input); if (side <= 0) { // probably a misuse of exceptions throw new NumberFormatException(); } } catch (NumberFormatException numFormExc) { System.out.println("Invalid input. Enter a natural number."); } } while (side <= 0); return side; } I'm interested in two things: Should I let the caller worry about exceptions? The point of the function is that it nags the user until the user enters a natural number. Is the point of the function bad? I'm not talking about UI (user not being able to get out of the loop without proper input), but about looped input with exceptions handled. Would you say the throw statement (in this case) is a misuse of exceptions? I could easily create a flag for checking validity of the number and output the warning message based on that flag. But that would add more lines to the code and I think it's perfectly readable as it is. The thing is I often write a separate input function. If user has to input a number multiple times, I create a separate function for input that handles all formatting exceptions and limitations.

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