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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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  • In concept how is Animation done?

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. As a jump a perfect sine function is acceptable but for motions of arms, weapons or face it would look quite unnatural. Moreover patching every animation out of sine and cosine is stretched to its limits soon. I head of skeletons and rigging already. Although I could not implement skeletal animations I can't imagine that quite natural animations in major games are made of static predefined motion states. So how in general is animation done today?

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Will making players pay a virtual currency before entering a match discourage them from playing?

    - by Bane
    I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That will be a virtual currency, but still, will it discourage people to enter matches? I introduced it to make the matches matter more, because there's always a fear that you will loose your investments. I'm not talking about anything big here, but even a small amount might have a similar psychological effect as a bigger one.

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  • Slerping rotation mirrors

    - by Esa
    I rotate my game character to watch at the target using the following code: transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f) startQuaternion is the character's current rotation when a new target is given. lookQuaternion is the direction the character should look at and it's set like this: destinationVector = currentWaypoint.transform.position - transform.position; lookQuaternion = Quaternion.LookRotation(destinationVector, Vector3.up); turningNormalizer is just Time.deltaTime incremented and turningSpeed is a static value given in the editor. The problem is that while the character turns as it should most of the time, it has problems when it has to do close to 180 degrees. Then it at times jitters and mirrors the rotation: In this poorly drawn image the character(on the right) starts to turn towards the circle on the left. Instead of just turning either through left or right it starts this "mirror dance": It starts to rotate towards the new facing Then it suddenly snaps to the same angle but on other side and keeps rotating It does this "mirroring" so long until it looks at the target. Is this a thing with quaternions, slerping/lerping or something else?

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  • How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

    - by nilspin
    I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a (realistic)fractured shard and I am using the half-plane method to generate a voronoi cell. Now the way I do this is for every seed point, I make planes that are perpendicular bisector planes(the straight black lines in the image) with rest of the seed points and I calculate the intersections of all these planes to give me distinct points(all the orange dots). I've gotten this far. Out of all these calculated intersection points, I only need the ones that are closest and enclosing the seed point(the points encircled in red) and I need to discard all the rest. Information that I have : 1) Plane equations of all planes(defined by normalized normal vectors and their distance from origin) 2) Points of intersection(that I've calculated) Can anybody help me find out how I can find the points encircled in red? Thanks.

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • How can I get started programming OpenGL on Mac OS X?

    - by Michael Stum
    I'm trying to start OpenGL programming on a Mac, which brings me into unknown territory on a lot of things. During the day, I'm a Web Developer, working in C# and before that in PHP and Delphi, all on Windows. During the night, I try to pick up Mac/OpenGL skills, but everything is so different. I've been trying to look for some books, but the OpenGL books are usually for iOS (tons of them out there) and the Mac Books usually cover "normal" application Development. I want to start simple with Pong, Tetris and Wolfenstein. I see that there are a bunch of different OpenGL Versions out there. I know about OpenGL ES 1&2, but I don't know about the "big" OpenGL Versions - which ones are commonly supported on 10.6 and 10.7 on current (2010/2011) Macs? Are there any up to date (XCode 4) books or tutorials? I don't want to use a premade Engine like Unity yet - again, I know next to nothing about any Mac development.

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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  • XNA: SpriteFont question

    - by Zukki
    Hi everyone, I need some help with the SpriteFont. I want a different font for my game, other than Kootenay. So, I edit the SpriteFont xml, i.e: <FontName>Kootenay</FontName> or <FontName>Arial</FontName> No problem with Windows fonts, or other XNA redistributable fonts pack. However, I want to use other fonts, that I downloaded and installed already, they are TTF or OTF, both supported by XNA. My problem is, I cant use them, I got this error: The font family "all the fonts i tried" could not be found. Please ensure the requested font is installed, and is a TrueType or OpenType font. So, checking at the windows fonts folder, I check the properties and details of the fonts, I try all the names they have, and but never works. Maybe I need some kind of importing or installing in order to use them, I dont know, and I hope you guys can help me, thanks!

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  • Adding 'swerve' to a direction

    - by Skoder
    Hey. I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on vectors and such so I can use the direction and power information to shoot the ball with the correct velocity. What I don't understand is how the 'Swerve' information is used. What formula connects the Swerve information with the Direction and Power? (This is all in 2D) Thanks for any advice.

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • Batching dynamic sprites in OpenGL

    - by Aaron
    I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything. Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays/glDrawElements or a streaming VBO I assume. Does this sound correct?

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  • How do I manipulate the Url of my Silverlight testpage.aspx?

    - by Daniel
    I am making an XNA game using Silverlight over the web. My testpage.aspx is linked to from a previous page where the client selects certain elements. The testpage.aspx URL changes depending on what I have sent to it. Now in my mainpage.cs file I would like to call certain functions depending on what was passed, but I am unsure how to manipulate or even access the URL. Is there a specific class in the Silverlight library I can use? Thank you for your time.

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • write to depth buffer while using multiple render targets

    - by DocSeuss
    Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; //normal render target float4 Diffuse : COLOR1; //diffuse render target float4 Specular : COLOR2; //specular render target }; This works fine for flat surfaces, but I'm trying to implement relief mapping which requires me to manually write to the depth buffer to get correct silhouettes. MSDN suggests doing what I'm already doing to output to my depth render target - however, this has no impact on z culling. I think it might be because XNA uses a different depth buffer for every RenderTarget2D. How can I address these depth buffers from the pixel shader?

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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