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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • How can I make an object's hitbox rotate with its texture?

    - by Matthew Optional Meehan
    In XNA, when you have a rectangular sprite that doesnt rotate, it's easy to get its four corners to make a hitbox. However, when you do a rotation, the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collision examples, but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want.

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • Importing an object from Blender into a scene, rotation on X axis?

    - by Arne
    This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into the scene for the view coordinates (OpenGl) Bleneder has x/y plane and z up as world coordinates I have x/y plane and z up as world coordinates I load the mesh with assimp directly from the blend file with absolutely no post processing. The object is rotated abount p/2 on the x-axis. Why?

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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • This code is of chess game. What is represented by 'DISTANCE' in code? [closed]

    - by rajeshverma423
    package chess; public class Evaluate { public static final int PIECE_KING = 0; public static final int PIECE_QUEEN = 1; public static final int PIECE_ROOK = 2; public static final int PIECE_BISHOP = 3; public static final int PIECE_KNIGHT = 4; public static final int PIECE_PAWN = 5; public static final int FULL_BIT_RANK = 4080; public static final int LAZY_MARGIN = 100; public static final int ISOLATED_PENALTY = 10; public static final int DOUBLE_PENALTY = 4; public static final int[] PIECE_VALUE = { 0, 9, 5, 3, 3, 1 }; public static final int[] PASS_PAWN = { 0, 35, 30, 20, 10, 5 }; public static final byte[] DISTANCE = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7 };

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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  • Questions about XNA

    - by Maik Klein
    I've read tons of different threads about XNA, but I still have some questions. First of all: I have 2 years of experience programming and C# is my main language, so XNA would fit perfectly for me, but I have some concerns. People mentioned that C# has a performance loss compared to C++. Is this true? XNA only supports DirectX 9. I found the ANX framework which is pretty similar to XNA but it is capable of DirectX 11. Would this be a good alternative ? Because I'm worried about the performance loss of C#, I searched for a C++ framework and found SFML. It's based on C++ but can be integrated into C#. I already have some experience with UDK, but I am really interested in creating more by myself ( lighting physics etc ). I didn't start yet, what would you recommend me to use / learn ? I am going to create a first person shooter (3D) and I have plenty of time for this. My aim is realtime lighting, realtime global illumination, image-based reflections etc. I want to develop for Windows. Edit: I found something interesting: OpenTK. It supports the latest version of OpenGL which is on the same level as DX11 (if my knowledge is correct). It makes use of mono.

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  • Where are all the tutorials for libGDX?

    - by BluFire
    I've searched online for help and tutorials on LibGDX but I couldn't really find any, except and the wiki for asking questions on stackexchange. Besides the source (demos) and wiki, is there any other tutorials online that's hidden or indirect? From what I read, there isn't much documentation for LibGDX, so there's only two options I see Give up move to a different framework. Ask people a lot of questions.

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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  • Adding new events to be handled by script part without recompilation of c++ source code

    - by paul424
    As in title I want to write an Event system with handling methods written in external script language, that is Angelscript. The AS methods would have acess to game's world modifing API ( which has to be regsitered for Angelscript Machine as the game starts) . I have come to this problem : if we use the Angelsript for rapid prototyping of the game's world behavior , we would like to be able to define new Event Types, without recompiling the main binary. Is that ever possible , don't stick to Angelscript, I think about any possible scripting language. The main thought is this : If there's some really new Event possible to be constructed , we must monitor some information coming from the binary, for example some variable value changing and the Events are just triggered on some conditions on those changes , wer might be monitoring the Creatures HP, by having a function call on each change, there we could define new Events such as Creature hurt, creature killed, creature healed , creature killed and tormented to pieces ( like geting HP very much below 0 ) . Are there any other ideas of constructing new Events at the scripting side ?

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • Problems with Level Architect, Citrus Engine, Flash

    - by Idan
    I am using the Citrus Engine to make a Flash game, and the Level Architect doesn't work well for me. Firstly, when I first launch it and open my project and my level, nothing is shown, no assets and not anything I have previously done with my level. To fix it, I open another project. The other project works fine, meaning I can see the assets and the level. Then I go back to the actual project I am working on, and the problem is fixed, only it does not fix the second problem: I can't add my own assests. I follow the manual and add tags like this: [Property(value="0")] But it doesn't change a thing in the level architect window (even after I close and reopen it). Any ideas? Thanks! Here's the code of the class I want to be shown in the Level Architect: package { import com.citrusengine.objects.PhysicsObject; import com.citrusengine.objects.platformer.Sensor; import flash.utils.clearTimeout; import flash.utils.setTimeout; /** * @author Aymeric */ public class Teleporter extends Sensor { [Property(value="0")] public var endX:Number=0; [Property(value="0")] public var endY:Number=0; public var object:PhysicsObject; [Property(value="0")] public var time:Number = 0; public var needToTeleport:Boolean = false; protected var _teleporting:Boolean = false; private var _teleportTimeoutID:uint; public function Teleporter(name:String, params:Object = null) { super(name, params); } override public function destroy():void { clearTimeout(_teleportTimeoutID); super.destroy(); } override public function update(timeDelta:Number):void { super.update(timeDelta); if (needToTeleport) { _teleporting = true; _teleportTimeoutID = setTimeout(_teleport, time); needToTeleport = false; } _updateAnimation(); } protected function _teleport():void { _teleporting = false; object.x = endX; object.y = endY; clearTimeout(_teleportTimeoutID); } protected function _updateAnimation():void { if (_teleporting) { _animation = "teleport"; } else { _animation = "normal"; } } } }

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  • deWitters Game loop in libgdx(Android)

    - by jaysingh
    I am a beginner and I want a complete example in LibGDX for android(Fixed time game loop) how to limit the framerate to 50 or 60. Also how to mangae interpolation between game state with simple example code e.g. deWiTTERS Game Loop: @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } libgdx comments:- There is a Gdx.graphics.setVsync() method (generic = backend-independant), but it is not present in 0.9.1, only in the Nightlies. "Relying on vsync for fixed time steps is a REALLY bad idea. It will break on almost all hardware out there. See LwjglApplicationConfiguration, there's a flag in there that let s use toggle gpu/software vsynching. Play around with it." (Mario) NOTE that none of these limit the framerate to a specific value... if you REALLY need to limit the framerate for some reason, you'll have to handle it yourself by returning from render calls if xxx ms haven't passed since the last render call. li

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  • AndEngine; Box2D - high speed body overlapping, prismatic joints

    - by Visher
    I'm trying to make good suspension for my car game, but I'm getting nervous of some problems with it. At the beginning, I've tried to make it out of one prismatic joint/revolute joint per one wheel only, but surprisingly prismatic joint that should only move in Y asix moves also in X axis, if car travels very fast, or even on low speeds if there's setContinuousPhysics = true. This causes wheels to "shift back", moving them away from axle. Now I've tried to add some bodies that will keep it in place: Suspension helper collides with spring only, wheel doesn't collide with spring&helper&vehicle body This is how I create those elements: rect = new Rectangle(1100, 1350, 200, 50, getVertexBufferObjectManager()); rect.setColor(Color.RED); scene.attachChild(rect); //rect.setRotation(90); Rectangle miniRect1 = new Rectangle(1102, 1355, 30, 50, getVertexBufferObjectManager()); miniRect1.setColor(0, 0, 1, 0.5f); miniRect1.setVisible(true); scene.attachChild(miniRect1); Rectangle miniRect2 = new Rectangle(1268, 1355, 30, 50, getVertexBufferObjectManager()); miniRect2.setColor(0, 0, 1, 0.5f); miniRect1.setVisible(true); scene.attachChild(miniRect2); rectBody = PhysicsFactory.createBoxBody( physicsWorld, rect, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); rectBody.setUserData("car"); Body miniRect1Body = PhysicsFactory.createBoxBody( physicsWorld, miniRect1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); miniRect1Body.setUserData("suspension"); Body miniRect2Body = PhysicsFactory.createBoxBody( physicsWorld, miniRect2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); miniRect2Body.setUserData("suspension"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(rect, rectBody, true, true)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(miniRect1, miniRect1Body, true, true)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(miniRect2, miniRect2Body, true, true)); PrismaticJointDef miniRect1JointDef = new PrismaticJointDef(); miniRect1JointDef.initialize(rectBody, miniRect1Body, miniRect1Body.getWorldCenter(), new Vector2(0.0f, 0.3f)); miniRect1JointDef.collideConnected = false; miniRect1JointDef.enableMotor= true; miniRect1JointDef.maxMotorForce = 15; miniRect1JointDef.motorSpeed = 5; miniRect1JointDef.enableLimit = true; physicsWorld.createJoint(miniRect1JointDef); PrismaticJointDef miniRect2JointDef = new PrismaticJointDef(); miniRect2JointDef.initialize(rectBody, miniRect2Body, miniRect2Body.getWorldCenter(), new Vector2(0.0f, 0.3f)); miniRect2JointDef.collideConnected = false; miniRect2JointDef.enableMotor= true; miniRect2JointDef.maxMotorForce = 15; miniRect2JointDef.motorSpeed = 5; miniRect2JointDef.enableLimit = true; physicsWorld.createJoint(miniRect2JointDef); scene.attachChild(karoseriaSprite); Rectangle r1 = new Rectangle(1050, 1300, 52, 150, getVertexBufferObjectManager()); r1.setColor(0, 1, 0, 0.5f); r1.setVisible(true); scene.attachChild(r1); Body r1body = PhysicsFactory.createBoxBody(physicsWorld, r1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.001f, 0.01f)); r1body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r1, r1body, true, true)); WeldJointDef r1jointDef = new WeldJointDef(); r1jointDef.initialize(r1body, rectBody, r1body.getWorldCenter()); physicsWorld.createJoint(r1jointDef); Rectangle r2 = new Rectangle(1132, 1300, 136, 150, getVertexBufferObjectManager()); r2.setColor(0, 1, 0, 0.5f); r2.setVisible(true); scene.attachChild(r2); Body r2body = PhysicsFactory.createBoxBody(physicsWorld, r2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.001f, 0.01f)); r2body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r2, r2body, true, true)); WeldJointDef r2jointDef = new WeldJointDef(); r2jointDef.initialize(r2body, rectBody, r2body.getWorldCenter()); physicsWorld.createJoint(r2jointDef); Rectangle r3 = new Rectangle(1298, 1300, 50, 150, getVertexBufferObjectManager()); r3.setColor(0, 1, 0, 0.5f); r3.setVisible(true); scene.attachChild(r3); Body r3body = PhysicsFactory.createBoxBody(physicsWorld, r3, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(1f, 0.01f, 0.01f)); r3body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r3, r3body, true, true)); WeldJointDef r3jointDef = new WeldJointDef(); r3jointDef.initialize(r3body, rectBody, r3body.getWorldCenter()); physicsWorld.createJoint(r3jointDef); MouseJointDef md = new MouseJointDef(); Sprite wheel1 = new Sprite( miniRect1.getX()+miniRect1.getWidth()/2-wheelTexture.getWidth()/2, miniRect1.getY()+miniRect1.getHeight()-wheelTexture.getHeight()/2, wheelTexture, engine.getVertexBufferObjectManager()); scene.attachChild(wheel1); Body wheel1body = PhysicsFactory.createCircleBody( physicsWorld, wheel1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 5.0f)); wheel1body.setUserData("wheel"); Shape wheel1shape = wheel1body.getFixtureList().get(0).getShape(); wheel1shape.setRadius(wheel1shape.getRadius()*(3.0f/4.0f)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(wheel1, wheel1body, true, true)); Sprite wheel2 = new Sprite( miniRect2.getX()+miniRect2.getWidth()/2-wheelTexture.getWidth()/2, miniRect2.getY()+miniRect2.getHeight()-wheelTexture.getHeight()/2, wheelTexture, engine.getVertexBufferObjectManager()); scene.attachChild(wheel2); Body wheel2body = PhysicsFactory.createCircleBody( physicsWorld, wheel2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 5.0f)); wheel2body.setUserData("wheel"); Shape wheel2shape = wheel2body.getFixtureList().get(0).getShape(); wheel2shape.setRadius(wheel2shape.getRadius()*(3.0f/4.0f)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(wheel2, wheel2body, true, true)); RevoluteJointDef frontWheelRevoluteJointDef = new RevoluteJointDef(); frontWheelRevoluteJointDef.initialize(wheel1body, miniRect1Body, wheel1body.getWorldCenter()); frontWheelRevoluteJointDef.collideConnected = false; RevoluteJointDef rearWheelRevoluteJointDef = new RevoluteJointDef(); rearWheelRevoluteJointDef.initialize(wheel2body, miniRect2Body, wheel2body.getWorldCenter()); rearWheelRevoluteJointDef.collideConnected = false; rearWheelRevoluteJointDef.motorSpeed = 2050; rearWheelRevoluteJointDef.maxMotorTorque= 3580; physicsWorld.createJoint(frontWheelRevoluteJointDef); Joint j = physicsWorld.createJoint(rearWheelRevoluteJointDef); rearWheelRevoluteJoint = (RevoluteJoint)j; r1body.setBullet(true); r2body.setBullet(true); r3body.setBullet(true); miniRect1Body.setBullet(true); miniRect2Body.setBullet(true); rectBody.setBullet(true); at low speeds, it's OK, but on high speed vehicle can even flip around on flat ground.. Is there a way to make this work better?

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