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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • Android Can't get two virtual joysticks to move independently and at the same time

    - by Cole
    @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub float r = 70; float centerLx = (float) (screenWidth*.3425); float centerLy = (float) (screenHeight*.4958); float centerRx = (float) (screenWidth*.6538); float centerRy = (float) (screenHeight*.4917); float dx = 0; float dy = 0; float theta; float c; int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; int pid = (action & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; int fingerid = event.getPointerId(pid); int x = (int) event.getX(pid); int y = (int) event.getY(pid); c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); switch (actionCode) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_POINTER_DOWN: //if touching down on left stick, set leftstick ID to this fingerid. if(x < screenWidth/2 && c<r*.8) { lsId = fingerid; dx = x-centerLx; dy = y-centerLy; touchingLs = true; } else if(x > screenWidth/2 && c<r*.8) { rsId = fingerid; dx = x-centerRx; dy = y-centerRy; touchingRs = true; } break; case MotionEvent.ACTION_MOVE: if (touchingLs && fingerid == lsId) { dx = x - centerLx; dy = y - centerLy; }else if (touchingRs && fingerid == rsId) { dx = x - centerRx; dy = y - centerRy; } c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); //if touching outside left radius and moving left stick if(c >= r && touchingLs && fingerid == lsId) { if(dx>0 && dy<0) { //top right quadrant lsX = r * FloatMath.cos(theta); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0){ //bottom right quadrant lsX = r * FloatMath.cos(theta); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } if(c >= r && touchingRs && fingerid == rsId) { if(dx>0 && dy<0) { //top right quadrant rsX = r * FloatMath.cos(theta); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0) { rsX = r * FloatMath.cos(theta); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } else { if(c < r && touchingLs && fingerid == lsId) { lsX = dx; lsY = dy; } if(c < r && touchingRs && fingerid == rsId){ rsX = dx; rsY = dy; } } break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_POINTER_UP: if (fingerid == lsId) { lsId = -1; lsX = 0; lsY = 0; touchingLs = false; } else if (fingerid == rsId) { rsId = -1; rsX = 0; rsY = 0; touchingRs = false; } break; } return true; } There's a left joystick and a right joystick. Right now only one will move at a time. If someone could set me on the right track I would be incredibly grateful cause I've been having nightmares about this problem.

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  • Xcode workspace with Unity3D as a sub-project?

    - by Di Wu
    Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D. Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

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  • How to solve exception_priv _instruction exception while running destop project? [on hold]

    - by Haritha
    While running desktop project im getting exception_priv _instruction how to solve this??? while running this page is coming # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_PRIV_INSTRUCTION (0xc0000096) at pc=0x02f5a92b, pid=3012, tid=3104 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) Client VM (21.0-b17 mixed mode, sharing windows-x86 ) # Problematic frame: # C 0x02f5a92b # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x02f5a800): JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] siginfo: ExceptionCode=0xc0000096 Registers: EAX=0x000df4f0, EBX=0x32afc180, ECX=0x000df4f0, EDX=0x00000020 ESP=0x0773f768, EBP=0x0773f790, ESI=0x32afc180, EDI=0x02f5a800 EIP=0x02f5a92b, EFLAGS=0x00010206 Top of Stack: (sp=0x0773f768) 0x0773f768: 02bd429c 02bd429c 0773f770 32afc180 0x0773f778: 0773f7b8 32b022c8 00000000 32afc180 0x0773f788: 00000000 0773f7a0 0773f7dc 00943187 0x0773f798: 229ec1c0 00948839 69081736 00000000 0x0773f7a8: 089b0048 00000000 00000014 00001406 0x0773f7b8: 00000002 0773f7bc 32afbeb0 0773f7f8 0x0773f7c8: 32b022c8 00000000 32afbf00 0773f7a0 0x0773f7d8: 0773f7f0 0773f81c 00943187 69081736 Instructions: (pc=0x02f5a92b) 0x02f5a90b: 00 43 00 00 00 00 f0 bc 02 e8 00 e9 22 40 f7 73 0x02f5a91b: 07 85 a5 94 00 90 f7 73 07 50 cc a0 6d d8 49 c0 0x02f5a92b: 6d 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x02f5a93b: 00 00 00 00 00 00 00 00 00 08 80 3d 37 00 00 00 Register to memory mapping: EAX=0x000df4f0 is an unknown value EBX=0x32afc180 is an oop {method} - klass: {other class} ECX=0x000df4f0 is an unknown value EDX=0x00000020 is an unknown value ESP=0x0773f768 is pointing into the stack for thread: 0x02f5a800 EBP=0x0773f790 is pointing into the stack for thread: 0x02f5a800 ESI=0x32afc180 is an oop {method} - klass: {other class} EDI=0x02f5a800 is a thread Stack: [0x076f0000,0x07740000], sp=0x0773f768, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C 0x02f5a92b j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub V [jvm.dll+0x122c7e] V [jvm.dll+0x1c9c0e] V [jvm.dll+0x122e73] V [jvm.dll+0x122ed7] V [jvm.dll+0xccd1f] V [jvm.dll+0x14433f] V [jvm.dll+0x171549] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0xb713] GetModuleFileNameA+0x1b4 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglVertexPointer(IIIJJ)V+0 j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x003d6c00 JavaThread "DestroyJavaVM" [_thread_blocked, id=3240, stack(0x008c0000,0x00910000)] =>0x02f5a800 JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] 0x02bcf000 JavaThread "Service Thread" daemon [_thread_blocked, id=2612, stack(0x02e00000,0x02e50000)] 0x02bc1000 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2776, stack(0x02db0000,0x02e00000)] 0x02bbf400 JavaThread "Attach Listener" daemon [_thread_blocked, id=2448, stack(0x02d60000,0x02db0000)] 0x02bbe000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1764, stack(0x02d10000,0x02d60000)] 0x02bb8000 JavaThread "Finalizer" daemon [_thread_blocked, id=3864, stack(0x02cc0000,0x02d10000)] 0x02bb3400 JavaThread "Reference Handler" daemon [_thread_blocked, id=2424, stack(0x02c70000,0x02cc0000)] Other Threads: 0x02bb1800 VMThread [stack: 0x02c20000,0x02c70000] [id=3076] 0x02bd1000 WatcherThread [stack: 0x02e50000,0x02ea0000] [id=3276] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 4928K, used 2571K [0x229c0000, 0x22f10000, 0x27f10000) eden space 4416K, 46% used [0x229c0000, 0x22bc2e38, 0x22e10000) from space 512K, 100% used [0x22e90000, 0x22f10000, 0x22f10000) to space 512K, 0% used [0x22e10000, 0x22e10000, 0x22e90000) tenured generation total 10944K, used 634K [0x27f10000, 0x289c0000, 0x329c0000) the space 10944K, 5% used [0x27f10000, 0x27faea60, 0x27faec00, 0x289c0000) compacting perm gen total 12288K, used 1655K [0x329c0000, 0x335c0000, 0x369c0000) the space 12288K, 13% used [0x329c0000, 0x32b5dc58, 0x32b5de00, 0x335c0000) ro space 10240K, 42% used [0x369c0000, 0x36dfc660, 0x36dfc800, 0x373c0000) rw space 12288K, 53% used [0x373c0000, 0x37a38180, 0x37a38200, 0x37fc0000) Code Cache [0x00940000, 0x009d8000, 0x02940000) total_blobs=305 nmethods=80 adapters=158 free_code_cache=32183Kb largest_free_block=32955904 Dynamic libraries: 0x00400000 - 0x0042f000 C:\Program Files\Java\jre7\bin\javaw.exe 0x7c900000 - 0x7c9af000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x629c0000 - 0x629c9000 C:\WINDOWS\system32\LPK.DLL 0x74d90000 - 0x74dfb000 C:\WINDOWS\system32\USP10.dll 0x78aa0000 - 0x78b5e000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x6d940000 - 0x6dc61000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x71ad0000 - 0x71ad9000 C:\WINDOWS\system32\WSOCK32.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d8d0000 - 0x6d8dc000 C:\Program Files\Java\jre7\bin\verify.dll 0x6d370000 - 0x6d390000 C:\Program Files\Java\jre7\bin\java.dll 0x6d920000 - 0x6d933000 C:\Program Files\Java\jre7\bin\zip.dll 0x6cec0000 - 0x6cf42000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\37fe1abc\gdx.dll 0x10000000 - 0x1004c000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\52d76f2b\lwjgl.dll 0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll 0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll 0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll 0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x070b0000 - 0x07115000 C:\DOCUME~1\7stl0225\LOCALS~1\Temp\libgdx7stl0225\52d76f2b\OpenAL32.dll 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x76fd0000 - 0x7704f000 C:\WINDOWS\system32\CLBCATQ.DLL 0x77050000 - 0x77115000 C:\WINDOWS\system32\COMRes.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.dll 0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll 0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll 0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll 0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll 0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll 0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv 0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv 0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll 0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll 0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x69000000 - 0x691a9000 C:\WINDOWS\system32\sisgl.dll 0x73b30000 - 0x73b45000 C:\WINDOWS\system32\mscms.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x66e90000 - 0x66ed1000 C:\WINDOWS\system32\icm32.dll 0x07760000 - 0x0778d000 C:\Program Files\WordWeb\WHook.dll 0x74c80000 - 0x74cac000 C:\WINDOWS\system32\OLEACC.dll 0x76080000 - 0x760e5000 C:\WINDOWS\system32\MSVCP60.dll VM Arguments: jvm_args: -Dfile.encoding=Cp1252 java_command: sevenseas.game.MainDesktop Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre7/bin/client;C:/Program Files/Java/jre7/bin;C:/Program Files/Java/jre7/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Java\jdk1.7.0\bin;C:\eclipse; USERNAME=7stl0225 OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 4 Stepping 1, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 4 stepping 1, cmov, cx8, fxsr, mmx, sse, sse2, sse3 Memory: 4k page, physical 2031088k(939252k free), swap 3969920k(3011396k free) vm_info: Java HotSpot(TM) Client VM (21.0-b17) for windows-x86 JRE (1.7.0-b147), built on Jun 27 2011 02:25:52 by "java_re" with unknown MS VC++:1600 time: Sat Oct 26 12:35:14 2013 elapsed time: 0 seconds

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  • Voxel Engine in Multiplayer?

    - by Oliver Schöning
    This is a question more out of Interest for now, because I am not even near to the point that I could create this project at the moment. I really like the progress on the Atomontage Engine. A Voxel engine that is WIP at the moment. I would like to create a Voxel SERVER eventually. First in JavaScript (That's what I am learning right now) later perhaps in C++ for speed. Remember, I am perfectly aware that this is very hard! This is a brainstorm for the next 10 years as for now. What I would like to achieve one day is a Multiplayer Game in the Browser where the voxels positions are updated by XYZ input from the server. The Browser Does only 3 things: sending player input to the server, updating Voxel positions send from the server and rendering the world. I imagine using something like the Three.js libary on the client side. So that would be my programming dream right there... Now to something simpler for the near future. Right now I am learning javascript. And I am making games with Construct2. (A really cool JavaScript "game maker") The plan is to create a 2D Voxel enviorment (Block Voxels) on the Socket.IO Server* and send the position of the Voxels and Players to the Client side which then positions the Voxel Blocks to the Server Output coordinates. I think that is a bit more manageable then the other bigger idea. And also there should be no worries about speed with this type of project in JavaScript (I hope). Extra Info: *I am using nodejs (Without really knowing what it does besides making Socket.IO work) So now some questions: Is the "dream project" doable in JavaScript? Or is C++ just the best option because it does not take as long to be interpreted at run time like JavaScript? What are the limitations? I can think of some: Need of a Powerful server depending on how much information the server has to process. Internet Speed; Sending the data of the Voxel positions to every player could add up being very high! The browser FPS might go down quickly if rendering to many objects. One way of fixing reducing the packages Could be to let the browser calculate some of the Voxel positions from Several Values. But that would slow down the Client side too. What about the more achievable project? I am almost 100% convinced that this is possible in JavaScript, and that there are several ways of doing this. This is just XY position Updating for now.. Hope this did make some sense. Please comment if you got something to say :D

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • Is there a market for a Text-based empire-building game?

    - by Vishnu
    I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). Commands such as building and expanding would be typed into the console and automatically reflected in the map. Would there be any market for such a game? Would anyone want to play? To clarify, it would be online and everyone's empire would be in the same 'world'.

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • 3DS Max 2012 OBJ file import missing polygons

    - by Vit
    I started learning OpenGL. I got to a point I want to import some "real" objects. After "Googling" I decided I will go with OBJ file for start, since it is simple to understand, and there are plenty of tutorials on how to read them properly. I have from university access to 3DS Max 2012. So I tried to create very simple model (just deformated cube) and exporting it using OBJ file, just to vertices and triangles for the moment, without textures, so I can examine its structure by myself. But if I imported it right back to 3DS from OBJ file, now it renders somewhat strange, like its smoothen, and with lightsource, even I have none in scene. But the geometry, its wireframe is intact. So I thought maybe it is problem of exporting only vertices and triangles so I downloaded Enterprise-D model from internet, exported with everything on (normals, textures everything), and again imported it. Now, some polygons are missing. So, I want to ask, am I doing something terribly wrong, or is there some incompatibility issue between .max and .obj file ? Even it is only simple textured model without any lightsources, animation etc.? Thanks. Edit: I tried objects with MeshLab, the first, deformated cube was absolutelly OK. But still bothers me that 3DS Max doesen´t render it properly. In Enterprise-D model, there are polygons missing even in MeshLab. I uploaded rar archive with .max model of Enterprise, same .obj model exported from 3DS, and obj model of deformated cube. Download here (2.5 MB, filesonic).

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Python library for scripting (C++ integration)

    - by Edward83
    Please advise me good wrapper/library for python. I need to implement simple scripting in c++ app; Under "good" I mean pretty understandable, well documented, no memory leaking, fast. For creating base interface of GameObject on Python and C++; Your own experience and useful links will be nice!!! I found link about it, but I need more specific within gamedev context. What combinations of libraries you used for python integration into c++? For example about ogre-python it said built using Py++ and Boost.Python library And one more question, maybe someone of you know how Python was integrated into BigWorld engine (it's own port or some library)? Thank you!!!

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • Ogre3D Fog with overlays

    - by Yourdoom
    I'm building a game with Ogre3d, I've got fog working properly with: scenemanager->setFog(Ogre::FOG_LINEAR, Ogre::ColourValue( 0.23f, 0.725f, 1.0f ), 0, 18, 20 ); However I'm currently implementing a GUI system (libRocket) which is rendered on top of everything else, and this removes the fog, does anyone know how to fix this? (I'm using the default libRocket rendering system for ogre as included in the samples, but this problem also appears when using a semi-transparent overlay).

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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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  • XNA extending the existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references?

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  • Implementation of Race Game Tree

    - by Mert Toka
    I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great. So far what I thought is this: Tree implementation for transformations. Simulated dynamics.(*) Octree implementation for collusion detection. Actual collusion detection.(*) Modelling in Maya and export them as .OBJs. Polishing the game with GLSL or something like that for graphics quality. (*): I am not sure the order of these two. So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game? I thought something like this but I have no idea how to implement it. Reds are static, yellows are dynamic nodes

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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