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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • How do I get the source code from a Google Code game project?

    - by BluFire
    I'm trying to get the Hedgewars source code. When I went to the downloads tab, it doesn't specify which is the actual game. I tried downloading it using the SVN Checkout on Tortoise, but it seems like it doesn't work on the browse section of Source. (Hgproject_filesAndroid_buildSDL-android-project) I then proceeded to the wiki but I got stuck at step two because I don't know anything about Mercurial. Some other things I don't know from the wiki is "FreePascal" "Android NDK" and "Tar" files. They are new to me so I am really confused. So my question is, how can I download the source code from Hedge Wars for Android without having to browse the source code inside the source tab?

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • What does SetTextureStage(0, D3DTSS_COLORARG2, 0) in DirectX mean?

    - by Vite Falcon
    I'm trying to convert some DirectX code to Ogre3D and was wondering what the following translates to: pDev->SetTextureStage(0, D3DTSS_TEXCOORDINDEX, 0) pDev->SetTextureStage(0, D3DTSS_COLORARG1, D3DTA_TEXTURE) pDev->SetTextureStage(0, D3DTSS_COLOROP, D3DTOP_MODULATE) pDev->SetTextureStage(0, D3DTSS_COLORARG2, 0) What is the modulation operation happening here? Is the texture getting modulated with the background? Or is it getting zeroed? I've tried searching for what this means and unfortunately I haven't come across anything meaningful. Any help to shed light on this matter will be much appreciated.

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  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

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  • Will a polled event system cause lag for a server?

    - by Milo
    I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } It waits up to 1000 milliseconds for an event. If I'm hosting say 75 event driven card games and a lobby on the same thread as this code, will it cause any problems. If my understanding is correct, the process will simply sleep until there is an event, when there is one, it will process the event then come back here where potentially 5 or so events have queued up since so enet_host_services would return right away and not cause lag. I have been advised not to use multiple threads, will that be alright like this? Thanks

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Animation file format

    - by Paul
    I'm trying to make a simple 2D animation file format. It'll be very rudimentary: only an XML file containing some parameters (such as frame duration) and metadata, and some images, each representing a frame. I'd like to have the whole animation (frames and XML document) packed in a single file. How do you suggest I do that? What libraries are there that would allow easy access to the files inside the animation file itself? The language I'm using is C++ and the platform is Windows, but I'd rather not use a platform dependent library, if possible.

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Problems with 3D Array for Voxel Data

    - by Sean M.
    I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the point. I also have a 3D array of uint8's that I am using to store the visibility data for that point, where each bit represents if a face is visible. I have it so the blocks render and all of the proper faces are hidden if needed, but all of the blocks are offset by a power of 2 from where they are stored in the array. So the block at [0][0][0] is rendered at (0, 0, 0), and the block at 11 is rendered at (1, 1, 1), but the block at [2][2][2] is rendered at (4, 4, 4) and the block at [3][3][3] is rendered at (8, 8, 8), and so on and so forth. This is the result of drawing the above situation: I'm still a little new to the more advanced concepts of C++, like triple pointers, which I'm using for the 3D array, so I think the error is somewhere in there. This is the code for creating the arrays: uint16*** _blockData; //Contains a 3D array of uint16s that are the ids of the blocks in the region uint8*** _visibilityData; //Contains a 3D array of bytes that hold the visibility data for the faces //Allocate memory for the world data _blockData = new uint16**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _blockData[i] = new uint16*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _blockData[i][j] = new uint16[REGION_DIM]; } //Allocate memory for the visibility _visibilityData = new uint8**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _visibilityData[i] = new uint8*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _visibilityData[i][j] = new uint8[REGION_DIM]; } Here is the code used to create the block mesh for the region: //Check if the positive x face is visible, this happens for every face //Block::VERT_X_POS is just an array of non-transformed cube verts for one face //These checks are in a triple loop, which goes over every place in the array if (_visibilityData[x][y][z] & 0x01 > 0) { _vertexData->AddData(&(translateVertices(Block::VERT_X_POS, x, y, z)[0]), sizeof(Block::VERT_X_POS)); } //This is a seperate method, not in the loop glm::vec3* translateVertices(const glm::vec3 data[], uint16 x, uint16 y, uint16 z) { glm::vec3* copy = new glm::vec3[6]; memcpy(&copy, &data, sizeof(data)); for(int i = 0; i < 6; i++) copy[i] += glm::vec3(x, -y, z); //Make +y go down instead return copy; } I cannot see where the blocks may be getting offset by more than they should be, and certainly not why the offsets are a power of 2. Any help is greatly appreciated. Thanks.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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