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  • Designing business objects, and gui actions

    - by fozz
    Developing a product ordering system using Java SE 6. The previous implementations used combo boxes, text fields, and check boxes. Preforming validation on action events from the GUI. The validation includes limiting existing combo boxes items, or even availability. The issue in the old system was that the action was received and all rules were applied to the entire business object. This resulted in a huge event change as options were changed multiple times. To be honest I have no idea how an infinite loop wasn't produced. Through the next iteration I stepped in and attempted to limit the chaos by controlling the order in which the selections could be made. Making configuration of BO's a top down approach. I implemented custom box models, action events, beans/binding, and an MVC pattern. However I still am unable to fully isolate action even chains. I'm thinking that I've approached the whole concept backwards in an attempt to stay closest to what was already in place. So the question becomes what do I design instead? I'm currently considering an implementation of Interfaces, Beans, Property Change Listeners to manage the back and forth. Other thoughts were validation exceptions, dynamic proxies.... I'm sure there are a ton of different ways. To say that one way is right is crazy, and I'm sure it will take a blending of multiple patterns. My knowledge of swing/awt validation is limited, previously I did backend logic only. Other considerations are were some sort of binding(jgoodies or otherwise) to directly bind GUI state to BO's.

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • HTML background-size:cover with floating objects

    - by Mikhail
    I have a trivial page with body having an image background, with background-size:cover. I set html { height:100% } to fill up the entire page regardless of the content amount. Up to this point everything worked as expected. I've added a div and set position:absolute; right:0; width:200px; This, again, worked as expected, until I added content. When this div is populated so much that the contents take up more space than the height of the page, the scroll bar appears. Scrolling down reveals that the background image does not actually cover the entire page. This is due to the fact that my div is taller than 100% of the HTML height. How can I address this?

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  • Utility Objects Series Introduction (but mostly a bit of an update)

    - by drsql
    So, I have been away from blogging about technical stuff for a  long time,  (I haven’t blogged at all since my resolutions blog , and even my Simple Talk “commentary” blog hasn’t had an entry since December!)  Most of this has been due to finishing up my database design book , which I will blog about at least one more time after it ships next month, but now it is time to get back to it certainly in a bit more regularly. For SQL Rally, I have two sessions, a precon on Database Design,...(read more)

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • Clicking on clues and other objects in a 2D cluedo like game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • About C# objects and the possibilties it has

    - by user527825
    As a novice programmer and I always wonder about c# capabilities. I know it is still early to judge that but all i want to know is can c# do complex stuffs or something outside windows OS. I think C# is a proprietary language (I don't know if I said that right) meaning you can't do it outside Visual Studio or Windows. Also you can't create your own controller (called object right?) like you are forced to use these available in toolbox and their properties and methods. Can C# be used with OpenGL API or DirectX API Finally it always bothers me when I think I start doing things in Visual Studio, I know it sounds arrogant to say but sometimes I feel that I don't like to be forced to use something even if its helpful, like I feel (do I have the right to feel?) that I want to do all things by myself? Don't laugh I just feel that this will give me a better understanding. Is Visual C# like using MaxScript inside 3ds max in that C# is exclusive to do Windows and Forms and Components that are Windows related and maxscript is only for 3d editing and manipulation for various things in the software. If it is too difficult for a beginner I hope you don't answer the fourth question as I don't have enough motivation and I want to keep the little I have. Note: Sorry for my English, I am self taught and never used the language with native speakers so expect so errors. I have a lot of questions regarding many things, what is the daily ratio you think for asking (number of questions) that would not bother the admins of the site and the members here. Thank you for your time.

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  • Utility Objects–Waitfor Delay Coordinator (SQL Server 2008+)

    - by drsql
    Finally… took longer than I had expected when I wrote this a while back, but I had to move my website and get DNS moved before I could post code… When I write code, I do my best to test that code in as many ways as necessary. One of the last types of tests that is necessary is concurrency testing. Concurrency testing is one of the most difficult types of testing because it takes running multiple processes simultaneously and making sure that you get the correct answers multiple times. This is really...(read more)

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  • Tiled perlin/value noise texture with (2^n)+1 size

    - by tobi
    Actually what I have in mind is value noise I think, but what I am going to ask applies to both of them. It is known that if you want to produce tiled texture by using the perlin/value noise, the size of the texture should be specified as the power of 2 (2^n). Without any modifications to the algorithm when you use the size of (2^n)+1 the texture cannot be tiled anymore, so I am wondering whether it is possible (by modifying the algorithm somehow) to generate such tiling texture with the size of (2^n)+1. The article (from which I have my implementation) is here: http://devmag.org.za/2009/04/25/perlin-noise/ I am aware that I can produce texture with 2^n size and just copy twice the last column/row from the ends to make it (2^n)+1, but I don't want to, because such repetitions are visible too much.

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  • How to ignore collision between two objects

    - by eren_trigger
    I have a player that shoots in the direction that it is facing. However, the shot that is created when I click, also destroys the player. How would I make the shot ignore collision with the player? Or better yet, how to make a shot destroy anything it touches and destroy itself without affecting the player? This is the code that controls collisions: function OnTriggerEnter (col : Collider) { Destroy(col.gameObject); } The shot is a trigger, but the player isn't. Not sure if this changes anything in this case. Thanks in advance. EDIT: http://gfycat.com/TediousAridFeline

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  • DirectX 10 Instancing Problem (objects cannot be seen)

    - by Riffraff
    Right now I'm trying to implement an area that is filled with vegetation. I have tried mesh version and right now I'm trying to implement instancing version but I cannot manage to make it work. I can't see any object. I search for any problem of buffers with FAILED() and D3D10_CREATE_DEVICE_DEBUG but they didn't help me either. Right now I don't even know which part of my code to share to explain my problem.

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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