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  • Transform 3D vectors between coordinate systems

    - by Nir Cig
    I've got 6 points in 3D space: A,B,C,D,E,F, that represent 4 vectors. AB is perpendicular to AC and DE is perpendicular to DF. I need to find a transformation matrix M, that transforms AB to DE and AC to DF. In other words: M·AB=DE, M·AC=DF If no scaling was involved, this could be solved with a simple rotation matrix. But since the ratios |AB|/|DE|, |AC|/|DF| might be different, I'm not sure how to proceed.

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • Small adventure game

    - by Nick Rosencrantz
    I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very well be an applet I don't want to make another applet since I might want to recode this in C/C++ if the game or game engine turns out a success. The engine is the most interesting part of the game, it controls players and computer-controlled characters such as Zombies, Reptile Warriors, Trolls, Necromancers, and other Persons. These persons can sleep or walk around in the game and also pick up and move things. I didn't add many things so I suppose that is the next thing to do is to add things that can get used now that I already added many different types of walking persons. What do you think I should add and do with things in the game? The things I have so far is: package adventure; /** * The data type for things. Subclasses will be create that takes part of the story */ public class Thing { /** * The name of the Thing. */ public String name; /** * @param name The name of the Thing. */ Thing( String name ) { this.name = name; } } public class Scroll extends Thing { Scroll (String name) { super(name); } } class Key extends Thing { Key (String name) { super(name); } } The key is the way to win the game if you figure our that you should give it to a certain person and the scroll can protect you from necromancers and trolls. If I make this game more Dungeons and Dragons-inspired, do you think will be any good? Any other ideas that you think I could use here? The Threadwhich steps time forward and wakes up persons is called simulation. Do you think I could do something more advanced with this class? package adventure; class Simulation extends Thread { private PriorityQueue Eventqueue; Simulation() { Eventqueue = new PriorityQueue(); start(); } public void wakeMeAfter(Wakeable SleepingObject, double time) { Eventqueue.enqueue(SleepingObject, System.currentTimeMillis()+time); } public void run() { while(true) { try { sleep(5); //Sov i en halv sekund if (Eventqueue.getFirstTime() <= System.currentTimeMillis()) { ((Wakeable)Eventqueue.getFirst()).wakeup(); Eventqueue.dequeue(); } } catch (InterruptedException e ) { } } } } And here is the class that makes up the actual world: package adventure; import java.awt.*; import java.net.URL; /** * Subklass to World that builds up the Dungeon World. */ public class DungeonWorld extends World { /** * * @param a Reference to adventure game. * */ public DungeonWorld(Adventure a) { super ( a ); // Create all places createPlace( "Himlen" ); createPlace( "Stairs3" ); createPlace( "IPLab" ); createPlace( "Dungeon3" ); createPlace( "Stairs5" ); createPlace( "C2M2" ); createPlace( "SANS" ); createPlace( "Macsal" ); createPlace( "Stairs4" ); createPlace( "Dungeon2" ); createPlace( "Datorsalen" ); createPlace( "Dungeon");//, "Ljushallen.gif" ); createPlace( "Cola-automaten", "ColaAutomat.gif" ); createPlace( "Stairs2" ); createPlace( "Fable1" ); createPlace( "Dungeon1" ); createPlace( "Kulverten" ); // Create all connections between places connect( "Stairs3", "Stairs5", "Down", "Up" ); connect( "Dungeon3", "SANS", "Down", "Up" ); connect( "Dungeon3", "IPLab", "West", "East" ); connect( "IPLab", "Stairs3", "West", "East" ); connect( "Stairs5", "Stairs4", "Down", "Up" ); connect( "Macsal", "Stairs5", "South", "Norr" ); connect( "C2M2", "Stairs5", "West", "East" ); connect( "SANS", "C2M2", "West", "East" ); connect( "Stairs4", "Dungeon", "Down", "Up" ); connect( "Datorsalen", "Stairs4", "South", "Noth" ); connect( "Dungeon2", "Stairs4", "West", "East" ); connect( "Dungeon", "Stairs2", "Down", "Up" ); connect( "Dungeon", "Cola-automaten", "South", "North" ); connect( "Stairs2", "Kulverten", "Down", "Up" ); connect( "Stairs2", "Fable1", "East", "West" ); connect( "Fable1", "Dungeon1", "South", "North" ); // Add things // --- Add new things here --- getPlace("Cola-automaten").addThing(new CocaCola("Ljummen cola")); getPlace("Cola-automaten").addThing(new CocaCola("Avslagen Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Iskall Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Cola Light")); getPlace("Cola-automaten").addThing(new CocaCola("Cuba Cola")); getPlace("Stairs4").addThing(new Scroll("Scroll")); getPlace("Dungeon3").addThing(new Key("Key")); Simulation sim = new Simulation(); // Load images to be used as appearance-parameter for persons Image studAppearance = owner.loadPicture( "Person.gif" ); Image asseAppearance = owner.loadPicture( "Asse.gif" ); Image trollAppearance = owner.loadPicture( "Loke.gif" ); Image necromancerAppearance = owner.loadPicture( "Necromancer.gif" ); Image skeletonAppearance = owner.loadPicture( "Reptilewarrior.gif" ); Image reptileAppearance = owner.loadPicture( "Skeleton.gif" ); Image zombieAppearance = owner.loadPicture( "Zombie.gif" ); // --- Add new persons here --- new WalkingPerson(sim, this, "Peter", studAppearance); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "John", studAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Sean", studAppearance ); new WalkingPerson(sim, this, "Reptile", reptileAppearance ); new LabAssistant(sim, this, "Kate", asseAppearance); new LabAssistant(sim, this, "Jenna", asseAppearance); new Troll(sim, this, "Troll", trollAppearance); new Necromancer(sim, this, "Necromancer", necromancerAppearance); } /** * * The place where persons are placed by default * *@return The default place. * */ public Place defaultPlace() { return getPlace( "Datorsalen" ); } private void connect( String p1, String p2, String door1, String door2) { Place place1 = getPlace( p1 ); Place place2 = getPlace( p2 ); place1.addExit( door1, place2 ); place2.addExit( door2, place1 ); } } Thanks

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • Resolution independence - resize on the fly or ship all sizes?

    - by RecursiveCall
    My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this game’s art type (it’s not Pixel Art or anything like that). I asked my artist to ensure that all textures at the edges of the screen to be created in such a way that they can safely “overflow” off screen; this means that aspect ratio is not an issue. So with no aspect ratio issues, I figured that I would simply ask my artist to create assets in very high resolution, and then resize them down to the appropriate screen resolution. The question is, when and how do I do that? Do I pre-resize everything to common resolutions in Photoshop and package all assets in the final product (increasing the size download that the user has to deal with) and then select the appropriate asset based on the detected resolution? Or do I ship with the largest set of Textures, detect the resolution on load, set a render target and draw all downsized assets to it and use that? Or for the latter, do I use some sort of a CPU-sided algorithm to resize on game load?

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  • What math should all game programmers know?

    - by Tetrad
    Simple enough question: What math should all game programmers have a firm grasp of in order to be successful? I'm not specifically talking about rendering math or anything in the niche areas of game programming, more specifically just things that even game programmers should know about, and if they don't they'll probably find it useful. Note: as there is no one correct answer, this question (and its answers) is a community wiki. Also, if you would like fancy latex math equations, feel free to use http://mathurl.com/.

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  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

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  • Parabolic throw with set Height and range (libgdx)

    - by Tauboga
    Currently i'm working on a minigame for android where you have a rotating ball in the center of the display which jumps when touched in the direction of his current angle. I'm simply using a gravity vector and a velocity vector in this way: positionBall = positionBall.add(velocity); velocity = velocity.add(gravity); and velocity.x = (float) Math.cos(angle) * 12; /* 12 to amplify the velocity */ velocity.y = (float) Math.sin(angle) * 15; /* 15 to amplify the velocity */ That works fine. Here comes the problem: I want to make the jump look the same on all possible resolutions. The velocity needs to be scaled in a way that when the ball is thrown straight upwards it will touch the upper display border. When thrown directly left or right the range shall be exactly long enough to touch the left/right display border. Which formula(s) do I need to use and how to implement them correctly? Thanks in advance!

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  • How to prevent 2D camera rotation if it would violate the bounds of the camera?

    - by Andrew Price
    I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its bounds. However, I'm a bit confused on how to do the same for rotation. Currently I allow rotating of the camera's Z-axis. However, if sufficiently zoomed out, upon rotating the camera, areas of the screen outside the camera's bounds can be shown. I'd like to deny the rotation assuming it meant that the newly rotated camera would expose areas outside the camera's bounds, but I'm not quite sure how. I'm still new to Matrix and Vector math and I'm not quite sure how to model if the newly rotated camera sees outside of its bounds, undo the rotation. Here's an image showing the problem: http://i.stack.imgur.com/NqprC.png The red is out of bounds and as a result, the camera should never be allowed to rotate itself like this. This seems like it would be a problem with all rotated values, but this is not the case when the camera is zoomed in enough. Here are the current member variables for the Camera class: private Vector2 _position = Vector2.Zero; private Vector2 _origin = Vector2.Zero; private Rectangle? _bounds = Rectangle.Empty; private float _rotation = 0.0f; private float _zoom = 1.0f; Is this possible to do? If so, could someone give me some guidance on how to accomplish this? Thanks. EDIT: I forgot to mention I am using a transformation matrix style camera that I input in to SpriteBatch.Begin. I am using the same transformation matrix from this tutorial.

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

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  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

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  • Anti-cheat Javascript for browser/HTML5 game

    - by Billy Ninja
    I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want some level of protection. So what strategies you suggest beyond minify and obfuscation? I wouldn't bother to make some server side simple checking, but I don't want to go the Diablo 3 path keeping all my game state changes on the server side. Since it's going to be a rpg of sorts I came up with the idea of making a stats inspector that checks abrupt changes in their values, but I'm not sure how it consistent and trusty it can be. What about variables and functions escopes? Working on smaller escopes whenever possible is safer, but it's worth the effort? Is there anyway for the javascript to self inspect it's text, like in a checksum? There are browser specific solutions? I wouldn't bother to restrain it for Chrome only in the early builds.

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • How to implement an experience system?

    - by Roflcoptr
    I'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing enemies awards more experience. But I have problem balancing this system. Are there any prebuild algorithms that help to caculate how the experience curve required for each level should look like? And how much experience an average enemy on a specific level should provide?

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  • How can I generate a navigation mesh for a tile grid?

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid? My idea was to take the non-traversable tiles out and extend lines from there edges to make polygons... that's all I have got so far. Any advice?

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  • How do I scroll to follow my sprite in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, and I want the camera to stay centred on the sprite the entire time. This is my world so far: final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that when the sprite reaches the top wall, it crashes. How can I fix this?

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  • Packing jar files into library jar files

    - by Hillel
    Firstly, this question is not about packing a simple jar file (e.g. lwjgl) into a runnable jar file. I know how to do this using JarSplice. So if I have a game which uses JInput, I will pack my game jar and jinput.jar using JarSplice and enter the natives in the process. The problem arises when I want to create a custom library that uses JInput, and then pack that into my games. See, the whole idea of writing a game library is that I don't ever have to even copy code like the wrapper I wrote for JInput Controller, and I always have a definitive version inside a library jar. Basically what I wanna do is create a jar file of my library, pack jinput.jar into it using JarSplice, possibly with the natives as well, and then when I want to export a jar of my game, I either export it automatically through Eclipse with the library jar, or, if that doesn't work, use JarSplice. I've tried several solutions, and nothing works. When I try to pack the game jar and the library jar using JarSplice, I get an error saying that there's either duplicate .project or .classpath. When I try to export my game through Eclipse with the library jar, it won't run (which is to be expected), but then, if I try to attach the natives with JarSplice, it doesn't give me any errors but the jar doesn't run. I'm not expecting anyone to solve this, but if anyone has an idea, something that will allow me to never look at the Gamepad code ever again, that would be awesome. I don't care if I have to package my library jar using JarSplice 5 times, and then do the same with the game jar, as long as it works. Otherwise I'll just have to copy the Gamepad class into every project alongside the library jar. :(

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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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  • Alpha blend 3D png texture in XNA

    - by ProgrammerAtWork
    I'm trying to draw a partly transparent texture a plane, but the problem is that it's incorrectly displaying what is behind that texture. Pseudo code: vertices1 basiceffect1 // The vertices of vertices1 are located BEHIND vertices2 vertices2 basiceffect2 // The vertices of vertices2 are located IN FRONT vertices1 GraphicsDevice.Clear(Blue); PrimitiveBatch.Begin(); //if I draw like this: PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) //Everything gets draw correctly, I can see the texture of vertices2 trough //the transparent parts of vertices1 //but if I draw like this: PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) //I cannot see the texture of vertices1 in behind the texture of vertices2 //Instead, the texture vertices2 gets drawn, and the transparent parts are blue //The clear color PrimitiveBatch.Draw(vertice PrimitiveBatch.End(); My question is, Why does the order in which I call draw matter?

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Scripting for a C#, multiplayer game

    - by Vaughan Hilts
    I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I took a look at this post. With something like this in mind (using C# as a scripting language); I have a few questions. 1) Would one embed the script itself in the entity object before persisting to it to the disk? Is this okay? 2) Would I compile once per scripting then - this seems like a lot of overhead to store all these compiled Assemblies to execute. Any general advice on how to do thigns is welcome, too. These entities are generated on the fly inside the editor and could be composed of a lot of different things.

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