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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • SWF file not playing after being published

    - by rsquare
    I'm trying to run the "connector" example that comes bundled with the SmartFoxServer 2X downloads.. There it connects to the server and loads the correct configuration file. When I run it in Adobe Flash Professional 5, it runs correctly and connects to the server but after being published as SWF movie, it doesnt work. It loads the configuration file but can't connect and gives an error connection failure: ERROR 2048. This is the example I'm talking about.

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • Playing part of a sfx audio file in HTML5 using WebAudio

    - by Matthew James Davis
    I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an audio file. More specificially, I've created a dictionary { 'sword_hit': { src: 'sfx.ogg', start: 265, // ms length: 212 // ms } } that my play_sound() function can use to look up 'sword_hit' and play the correct audio file at the correct start time for the correct duration. I simply need to know how to tell the WebAudio API to start playing at start ms and only play for length ms.

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  • iOS persistant storage with update function

    - by jernej
    im developing a game which has different levels and i need to store all levels and its elements (position, image, sounds,..) into a file/database. The levels will be updated so i need a function that checks online for a update and downloads a database dump and additional files. I was planing to store all the persistent data into a SQLLite database, but not quite sure how to do the update part - to pack the database dump and the files together (in a .zip or with a xml). Can this be done any other way (as secure as possible)? thanks!

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  • How to achieve uniform speed of movement in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Data structure for bubble shooter game

    - by SundayMonday
    I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group fall/pop. What data structures are common for storing the bubbles? I've considered using an undirected, connected graph where each node is a bubble. This seems like it could help answer the question "which bubbles (if any) should fall now?" after some arbitrary bubbles are popped and corresponding nodes are removed from the graph. I think the answer is all bubbles that were just disconnected from the graph should fall. However the graph approach might be overkill so I'm not sure. Another consideration for the data structure is collision detection. Perhaps being able to grab a list of neighboring bubbles in constant time for a particular "bubble slot" is useful. So the collision detection would be something like "moving bubble is closest to slot ij, neighbors of slot ij are bubbles a,b,c, moving bubble is sufficiently close to bubble b hence moving bubble should come to rest in slot ij". A game like this could be probably be made with a relatively crude grid structure as the primary data structure. However it seems like answering "which bubbles (if any) should fall now?" would be trickier with this data structure.

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • RPG Monster-Area, Spawn, Loot table Design

    - by daemonfire300
    I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot (id = monster.id, item = item.id, chance) spawn (id = area.id, monster = monster.id, count) It is a browser-based game like e.g. Castle Age. The player can move from area to area. If a player enters an area the system spawns, based on the area.id and using the spawn table data, new monsters into the monster table. If a player kills a monster, the system picks the monster.id looks up the items via the the loot table and adds those items to the player's inventory. First, is this smart? Second, I need some kind of "monster_instance"-table and "area_instance"-table, since each player enters his very own "area" and does damage to his very own "monsters". Another approach would be adding the / a player.id to the monster table, so each monster spawned, has it's own "player", but I still need to assign them to an area, and I think this would overload the monster table if I put in the player.id and the area.id into the monster table. What are your thoughts? Temporary Solution monster (id, attackDamage, defense, hp, exp, etc.) monster_instance (id, player.id, area_instance.id, hp, attackDamage, defense, monster.id, etc.) area (id, name, area.id access, restriction) area_instance (id, area.id, last_visited) spawn (id, area.id, monster.id) loot (id, monster.id, chance, amount, ?area.id?) An example system-flow would be: Player enters area 1: system creates area_instance of type area.id = 1 and sets player.location to area.id = 1 If Player wants to battle monsters in the current area: system fetches all spawn entries matching area.id == player.location and creates a new monster_instance for each spawn by fetching the according monster-base data from table monster. If a monster is fetched more than once it may be cached. If Player actually attacks a monster: system updates the according monster_instance, if monster dies the instance if removed after creating the loot If Player leaves the area: area_instance.last_visited is set to NOW(), if player doesn't return to data area within a certain amount of time area_instance including all its monster_instances are deleted.

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  • Loading content (meshes, textures, sounds) in the background

    - by Boreal
    In my game, I am aiming for a continuous world, that is, a world where you can go anywhere without breaking the immersion through load times and "virtual seams". My world is broken up into regions, which are nodes in a graph. A region is considered adjacent to another if it can be travelled to or seen from that region. In order to keep this continuous, I want to preload the assets needed in the adjacent regions (such as world meshes, textures, and music) before they are actually used. As for actually loading the content, I use a manager that keeps at most one copy of each asset in memory at a time, accessible by its filename. When I try to access an asset, it loads it (if necessary) and then returns it. I can then unload any asset that is currently loaded to save memory. Clearly, I want to do this in the background so there are no hiccups. I assume I have to use threads in some way, but I'm not sure how.

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  • What is a good way to measure game virality?

    - by Chris Garrett
    I have added some social features to an iPhone game (Lexitect if you're curious), such as email, Twitter, and Facebook integration for sharing high scores. Along with these features, I am measuring how many times users make it to each step. The goal of these features are to make the game more viral, and I am trying to get to a measure of game virality. I would think that a game virality metric would produce a number based on 1.0, where 1.0 = zero viral growth, and 1.01 would represent 1% viral growth over some unit of time. How is virality normally measured, and in what units? How is time capped on the metric? i.e. if I gave each player a year to determine how many recommendations they make, I wouldn't get any real numbers for a year from the time I start tracking it. Are there any standards for tracking virality in a meaningful way?

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? 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. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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