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  • Runescape Private Server - How does it work?

    - by Friend of Kim
    I've seen a lot of Runescape private servers lately. How do they work? Most of them are based on the old Runescape, but a few look exactly like the real Runescape. How do they make the servers? Has the source code of the game been leaked on several occasions, and is that used to make Runescape servers? Or have some people just replicated Runescape, and tried to make the same game themselves (and "stolen" the 3D objects and texture from Jagex to make it look the same, and written the code to be able to replicate most functions of Runescape)?

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  • How should I share variables between instances/classes?

    - by tesselode
    I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of the game's code in different classes, and having a table of instances with all of the instances of any class in it. This way, I can go through every instance of every class and update and draw it by calling the same function. There is a problem, though. Let's say I have an instance of a player with variables for health and recharge time of a weapon. I also have a master instance which is responsible for drawing the HUD. How can I tell the master instance what the player's health is? Bad solutions: Assuming that the player instance will always have the same position in the table - that can be easily changed. Using global variables. Global variables are evil. Have the master instance outside of the instances table, and have the player set variables inside the master instance, which it then uses for HUD drawing. This is really bad because now I have to make a duplicate of every variable the master instance needs. What is the proper, standard way of sharing variables between instances? Do I need to change the way I keep track of instances?

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • Matrix multiplication - Scene Graphs

    - by bgarate
    I wrote a MatrixStack class in C# to use in a SceneGraph. So, to get the world matrix for an object I am suposed to use: WorldMatrix = ParentWorld * LocalTransform But, in fact, it only works as expected when I do the other way: WorldMatrix = LocalTransform * ParentWorld Mi code is: public class MatrixStack { Stack<Matrix> stack = new Stack<Matrix>(); Matrix result = Matrix.Identity; public void PushMatrix(Matrix matrix) { stack.Push(matrix); result = matrix * result; } public Matrix PopMatrix() { result = Matrix.Invert(stack.Peek()) * result; return stack.Pop(); } public Matrix Result { get { return result; } } public void Clear() { stack.Clear(); result = Matrix.Identity; } } Why it works this way and not the other? Thanks!

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • How can I make video games if I don't like programming?

    - by hoper
    I am studying C++ code in my school (my major is computer programming). Honestly, my grades are not so good, and assignments are really hard. Sometimes I feel sad that I will spend 8-10 hours per day coding (which is stressful) in the future for my job. But I still want to make video games. Maybe this is the only reason why I am taking all of these stressful courses. I always write down plots, stories, characters, fictional gaming worlds... Once, I thought I should study artistic technology such as game design and not computer technology such as C++, C#, etc. However, most of popular game designers (or directors) such as Kojima, Miyamoto, etc. used to be good programmers. Companies actaully assign programmers to directors because they understand how to make a game. I've try to find other colleges or universities where they teach game design programs. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth: the employement rate of graduated students is low. How can I have a future making games if I don't like programming?

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • LWJGL Text Rendering

    - by Trixmix
    Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new UnicodeFont(f); font.getEffects().add(new ColorEffect(Color.white)); font.addAsciiGlyphs(); try { font.loadGlyphs(); } catch (SlickException e) { e.printStackTrace(); } then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen). My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way... If you have an answer please leave a quick short example. Thanks!

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  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

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  • What makes game sound effects "good"?

    - by you786
    I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look for that can make sound effects match the rest of my game style. I have some ideas on what affects the meshing of audio with graphics. For example, I have a feeling that the current SFX I may be too "realistic" for my graphical style, which is pretty cartoon-like. Also, is there a golden standard for what volume various SFX should be at? (for example, I am thinking that footsteps or other common sounds should be at barely audible volumes, while enemy deaths or something that is a "big deal" should be louder). I found a similar question about graphics, I'm looking for a similar response with sound effects.

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Cocos2d sprite's parent not reflecting true scale value

    - by Paul Renton
    I am encountering issues with determining a CCSprite's parent node's scale value. In my game I have a class that extends CCLayer and scales itself based on game triggers. Certain child sprites of this CCLayer have mathematical calculations that become inaccurate once I scale the parent CCLayer. For instance, I have a tank sprite that needs to determine its firing point within the parent node. Whenever I scale the layer and ask the layer for its scale values, they are accurate. However, when I poll the sprites contained within the layer for their parent's scale values, they always appear as one. // From within the sprite CCLOG(@"ChildSprite-> Parent's scale values are scaleX: %f, scaleY: %f", self.parent.scaleX, self.parent.scaleY); // Outputs 1.0,1.0 // From within the layer CCLOG(@"Layer-> ScaleX : %f, ScaleY: %f , SCALE: %f", self.scaleX, self.scaleY, self.scale); // Output is 0.80,0.80 Could anyone explain to me why this is the case? I don't understand why these values are different. Maybe I don't understand the inner design of Cocos2d fully. Any help is appreciated.

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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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