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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • How can I apply different actions to different parts of a 2D character?

    - by Praveen Sharath
    I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames and i am able to import the sprite sheet and animate the sequence when I press arrow key. But i need to add the gun motion. The player holds the gun upwards and when X key is pressed he brings it straight and shoots. How to implement the walk + shoot action?

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • Unable to create xcode project again from unity

    - by Engr Anum
    I am using unity 4.5.3. I already created/built xcode project from unity. However, there were some strange linking errors I was unable to solve, so I decided to delete my xcode project and rebuilt it again from unity. Unfortunately, whenever I try to build the project, just empty project folder is created. There is nothing inside it. I don't know why it is happening. Please tell me how can I create xcode project again. May be I am missing small thing. Thanks.

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  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

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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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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • What's the difference between Canvas and WebGL?

    - by gadr90
    I'm thinking about using CAAT as a part of a HTML5 game engine. One of it's features is the ability to render to Canvas and WebGL without changing anything in the client code. That is a good thing, but I haven't found precisely: what are the differences between those two technologies? I would specially like to know the differences of Canvas and WebGL in the following regards: Framerate Desktop browser support Mobile browser support Futureproofability (TM)

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • Incorporating XNA into an existing project

    - by Boreal
    My game as-is is using IrrlichtLime, which I'm beginning to dislike because it hides a lot of implementation and makes adding your own implementation incredibly complex. I don't really need the scene manager for anything and the only animation I need is manual (i.e. transforming the bones programmatically). However, I've only ever used XNA in the past as a starting point with the templates. How would I take my current project and add XNA to it?

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Simplest way to use Steam Leaderboards from C# [on hold]

    - by Miau
    We are about to integrate steamworks for leaderboards and achievements into our game. I see there are many open and closed source libraries that can be used to use SteamWorks from C#. Rolling our own wrapper can be done, but if the other libraries are reliable then it would be better to use and perhaps contribute back if we see any obvious gaps. Have you used any and if so what was your experience with the different libraries? Specifically for Leaderboards and achievements The ones I found are: SteamWorks.net Steam4Net Ludosity (can be used outside of Unity apparently)

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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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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Looking for literature about graphics pipeline optimization

    - by zacharmarz
    I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more. It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization. It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • SQL Azure and Trust Services

    - by BuckWoody
    Microsoft is working on a new Windows Azure service called “Trust Services”. Trust Services takes a certificate you upload and uses it to encrypt and decrypt sensitive data in the cloud. Of course, like any security service, there’s a bit more to it than that. I’ll give you a quick overview of how you can use this product to protect data you send to SQL Azure. The primary issue with storing data in the cloud is that you are in an environment that isn’t under your control – in fact, that’s the benefit of being in a distributed computing environment in the first place. On premises you’re able to encrypt data you don’t want anyone else to see, using various methods such as passwords (not very strong) or certificates (stronger). When you use a certificate, it’s vital that you create (or procure) and protect it yourself. When you store data remotely, regardless of IaaS, PaaS or SaaS, you don’t own the machines where the data lives. That means if you use a certificate from the cloud vendor to encrypt the data, you have to trust that the data won’t be accessed by the vendor. In some cases having a signed agreement with the vendor that they won’t access your data is sufficient, in other cases that doesn’t meet the requirements your system has for security. With the new Trust Services service, the basic process is that you use a Portal to create a Trust Server using policies and other controls. You place a X.509 Certificate you create or procure in that server. Using the Software development Kit (SDK), the developer has access to an Application Layer Encryption Framework to set fields of data they want to encrypt. From there, the data can be stored in SQL Azure as a standard field – only it is encrypted before it ever arrives. The portion of the client software that decrypts the data uses the same service, so the authenticated user sees the data if they are allowed to do so. The data remains encrypted “at rest”.  You can learn more about this product and check it out in the SQL Azure labs at Microsoft Codename "Trust Services"

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  • Collision resolution - Character walking on ascendent ground

    - by marcg11
    I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not flat. How can the player position itself on the y axis depend on the ground x and z (opengl coords)? What if the floor's slope is too much and the player can't go up, how do you handle that? I don't need any code, just a simple explanation would be great.

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • Creating practically solvable 15 puzzle inputs

    - by Ashwin
    I am now developing a 15 puzzle game. I know the method to detect unsolvable puzzles. But unlike 8-puzzle, solution for 15-puzzle takes quite long time for some input states and can be solved within 5 seconds some other set of input states. Now the problem is that I cannot give the user(the player), a problem for which the solution takes more than 10 seconds(if he/she chooses to see the solution). So what I want is that when I initially shuffle the puzzle, I want to only present those puzzles which can be solved within 10 seconds. There must be some way to determine the hardness of the puzzle. I tried searching the net but could not find it. Does anyone know a way of determining the hardness of a puzzle? NOTE : I am using A* algorithm to find out the solution on a computer with 3GB RAM and 2.27GHZ processor.

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  • XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games

    - by Joe
    1) Is it possible to implement a system where I can simply drop a new image into my content project's folder and VS will automatically see that and bring it into the project for compiling? 2) Similarly, if I wanted a specific texture I could state something like var texture = Game.Assets.Image["backgrounds/sky_02"]; (where Game is the standard XNA Game class and Assets is some kind of content manager statically defined within Game). I know this is fairly simple to implement manually and have done such things in the past (static Dictionary defined within Game) except this only works for relatively small games where you can have all assets loaded at the start without much issue. How would you go about making this work for games where content is loaded and unloaded based on level / area? I'm not asking for the solution, just how you would go about this and what things you would have to be aware of. Thanks.

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  • How does one escape the GPL?

    - by tehtros
    DISCLAIMER I don't pretend to know anything about licensing. In fact, everything I say below may be completely false! Backstory: Recently, I've been looking for a decent game engine, and I think I've found one that I really like, Cafu Engine. However, they have a dual licensing plan, where everything you make with the engine is forced under GPL, unless you pay for a commercial license. I'm not saying that it's a bad engine, they even say that they are very relaxed about the licensing fees. However, the fact that it even involves the GPL scares me. So my question is basicly, how does one escape the GPL. Here's an example: The id Tech engine, also known as the Quake engine, or the Doom engine, was the base for the popular Source engine. However, the id Tech engine has been released under the GPL, and the Source engine is proprietary. Did Valve get a different license? Or did they do something to escape the GPL? Is there a way to escape the GPL? Or, if you use GPL'd source code as a base for another project, are you forced to use the GPL, and make your source code available to the world. Could some random person take the id Tech engine, modify it past the point of recognition, then use it as a proprietary engine for commercial products? Or are they required to make it open source. One last thing, I generally have no problem what-so-ever with open source. However I feel that open source has it's place, but that is not in the bushiness world.

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  • Dividing up spritesheet in Javascript

    - by hustlerinc
    I would like to implement an object for my spritesheets in Javascript. I'm very new to this language and game-developement so I dont really know how to do it. My guess is I set spritesize to 16, use that to divide as many times as it fits on the spritesheet and store this value as "spritesheet". Then a for(i=0;i<spritesheet.length;i++) loop running over the coordinates. Then tile = new Image(); and tile.src = spritesheet[i] to store the individual sprites based on their coordinates on the spritesheet. My problem is how could I loop trough the spritesheet and make an array of that? The result should be similar to: var tile = Array( "img/ground.png", "img/crate.png" ); If possible this would be done with one single object that i only access once, and the tile array would be stored for later reference. I couldn't find anything similar searching for "javascript spritesheet". Edit: I made a small prototype of what I'm after: function Sprite(){ this.size = 16; this.spritesheet = new Image(); this.spritesheet.src = 'img/spritesheet.png'; this.countX = this.spritesheet.width / 16; this.countY = this.spritesheet.height / 16; this.spriteCount = this.countX * this.countY; this.divide = function(){ for(i=0;i<this.spriteCount;i++){ // define spritesheet coordinates and store as tile[i] } } } Am I on the right track?

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