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  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas. P.S. Sorry for the cross-post. I wrote this up on SO and then remembered that there was a game dev-focused one. Curious to see if I get different answers one place than the other....

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  • Overriding component behavior

    - by deft_code
    I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity also has an armor component that limits the amount of damage a character receives. Has anyone implemented behaviors like this in a component based system before? How did you do it? If no one has ever done this before why do you think that is. Is there anything particularly wrong headed about overriding component behaviors? Below is rough sketch up of how I imagine it would work. Components in an entity are ordered. Those at the front get a chance to service an interface first. I don't detail how that is done, just assume it uses evil dynamic_casts (it doesn't but the end effect is the same without the need for RTTI). class IHealth { public: float get_health( void ) const = 0; void do_damage( float amount ) = 0; }; class Health : public Component, public IHealth { public: void do_damage( float amount ) { m_damage -= amount; } private: float m_health; }; class Armor : public Component, public IHealth { public: float get_health( void ) const { return next<IHealth>().get_health(); } void do_damage( float amount ) { next<IHealth>().do_damage( amount / 2 ); } }; entity.add( new Health( 100 ) ); entity.add( new Armor() ); assert( entity.get<IHealth>().get_health() == 100 ); entity.get<IHealth>().do_damage( 10 ); assert( entity.get<IHealth>().get_health() == 95 ); Is there anything particularly naive about the way I'm proposing to do this?

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

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  • Trouble exporting Maya models to Panda3D?

    - by Aerovistae
    Having issues here. I added the Panda3D exporter script thing to Maya. 2 things: When I go to export to a .egg, no .egg is formed. Instead a fileToBeExported_temp.mb appears next to the original fileToBeExported.ma. My models use curving meshes with many subdivisions, easily in the thousands, like on the smoothed tentacles of an octopus. Will Panda be able to handle this in the first place? I can't find out on my own since it won't export.

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • Can i create a SDL_Surface as i do with Allegro?

    - by Petris Rodrigo Fernandes
    First of all, I'm sorry about my english (Isn't my native language) Using allegro I can create a Bitmap to draw just doing: BITMAP* bmp = NULL; bmp = create_bitmap(width,height); // I don't remember exactly the parameters I'm using SDL now, and i want create a SDL_Surface to draw the game level (that is static) creating a SDL_Surface, drawing the tiles on it, then i just blit this surface to the screen instead of keep drawing the tiles directly on screen (i believe this will require more processing); There a way to create a blank SDL_Surface as i did with Allegro just do draw before blit it?

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Algorithm for creating spheres?

    - by Dan the Man
    Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions need to be defined and then, the triangles defined via indexes (more info). EDIT I managed to get the code working in unity. But I think I might have done something wrong. When I turn up the detailLevel, All it does is add more vertices and polygons without moving them around. Did I forget something?

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • How to monetize and/or protect framework rights?

    - by Arthur Wulf White
    I made a game engine/framerwork for ActionScript 3 that allows very efficient and flexible level design for Platformers, Tower Defense game, RPG's, RTS and racing games. The algorithms I used are new and are not available in any other level editor I've seen. What are the best ways to benefit myself and others with my new framework? It is written for ActionScript 3 so unless I translate it to C# I'm guessing it will be decompiled and used by others. I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • How can i get latency when using Game Center?

    - by Freddy
    I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the multiplayer performance. But, I need to know how long it took for a package to travel from one device to the another device (latency) for the algorithm to work good. As for now, I have solved the problem by sending a double with time interval since 1970 in the package and then I compare it with the time at the other device. However I have heard that the NSDate methods is connected to the internet, which also will cause latency so the time interval would not be perfectly correct. What is the ideal way to check for how long it take for a package to be sent?

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  • Mac mini 2012 graphic upgrade for UE4 Unity3D Blender

    - by DaCrAn
    I have a mac mini (late 2012) i7, 16gb ram Vengeance graphic card intel HD4000. I buy recently a thunderbolt expansion PCIE whit support a graphic card PCIE 2.0 16x whit space for Full leght card. I have dubts about what graphic card gona give me the best results for using the Unreal Engine 4 UE4 or Unity3D, and Blender. My badget cover a Nvidia Quadro K4000 3gb or ATI Firepro W7000 4gb. Any recomendation? What professional graphic card can be better for design games in 3D? Thanks. DaCrAn

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  • How exactly does XNA's SpriteBatch work?

    - by David Gouveia
    To be more precise, if I needed to recreate this functionality from scratch in another API (e.g. in OpenGL) what would it need to be capable of doing? I do have a general idea of some of the steps, such as how it prepares an orthographic projection matrix and creates a quad for each draw call. I'm not too familiar, however, with the batching process itself. Are all quads stored in the same vertex buffer? Does it need an index buffer? How are different textures handled? If possible I'd be grateful if you could guide me through the process from when SpriteBatch.Begin() is called until SpriteBatch.End(), at least when using the default Deferred mode.

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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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