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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?

    - by Niriel
    I use the bullet physics engine through Panda3d. My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes. I expect walls to block the player, and I expect the player to slide along the walls in case of non-normal incidence. What I get is what I expect, with one difference: there is some jitter. If I try to force myself into the wall, then I see the frames blinking quickly between two positions. These differ by about 0.04 units of distance, which corresponds to 4 cm in my game. I noticed a 4 cm elsewhere: the bottom of my player capsule is 4 cm below ground, when at rest. Does that mean that there is somewhere in the Bullet engine a default 0.04-units-long tolerance to differentiate contact from collision? If so, what should I do ? Should I change the scale of my game so that these 0.04 units correspond to 0.4 cm, making the jitter ten times smaller? Or can I ask bullet to change its tolerance to a smaller value? Edit This is the jitter I get: 6.155 - 6.118 = 0.036 LPoint3f(0, 6.11694, 0.835) LPoint3f(0, 6.15499, 0.835) LPoint3f(0, 6.11802, 0.835) LPoint3f(0, 6.15545, 0.835) LPoint3f(0, 6.11817, 0.835) LPoint3f(0, 6.15726, 0.835) LPoint3f(0, 6.11876, 0.835) LPoint3f(0, 6.15911, 0.835) LPoint3f(0, 6.11937, 0.835) I found a setMargin method. I set it to 5 mm both on the BoxShape for the walls and on the Capsule shape for the player. It still jitters by about 35 mm as illustrated by this log (11.117 - 11.082 = 0.035): LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1169, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1175, 0.905) LPoint3f(0, 11.0822, 0.905) LPoint3f(0, 11.1178, 0.905) LPoint3f(0, 11.0823, 0.905) LPoint3f(0, 11.1183, 0.905) The margin on the capsule did change my penetration with the floor though, I'm a bit higher (0.905 instead of 0.835). However, it did not change anything when colliding with the walls. How can I make the collisions against the walls less jittery? Edit, the day after: After more investigation, it appears that dynamic objects behave well. My problem comes from the btKinematicCharacterController that I use for moving my character; that stuff is totally bugged, according to the whole Internet :/.

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • XNA Drag Gestures - fractional delta values

    - by Den
    I have an issue with objects moving roughly twice as far as expected when dragging them. I am comparing my application to the standard TouchGestureSample sample from MSDN. For some reason in my application gesture samples have fractional positions and deltas. Both are using same Microsoft.Xna.Framework.Input.Touch.dll, v4.0.30319. I am running both apps using standard Windows Phone Emulator. I am setting my break point immediately after this line of code in a simple Update method: GestureSample gesture = TouchPanel.ReadGesture(); Typical values in my app: Delta = {X:-13.56522 Y:4.166667} Position = {X:184.6956 Y:417.7083} Typical values in sample app: Delta = {X:7 Y:16} Position = {X:497 Y:244} Have anyone seen this issue? Does anyone have any suggestions? Thank you.

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  • How do i make a minecraft server mod? [closed]

    - by Simon
    Possible Duplicate: Mods for Minecraft Server - how does it work? I have made some minecraft client mods, but i've started a server a mounth ago and i want to make a mod for it, but i cant find any tutorial on the internet. How can then the other guys making those mods for minecraft server know how they are going to do? Do they try forward as i tryed or are they doing something else. I would be glad if someone could tell me how to do or find tutorials for me, couse I have tryed to find them in nearly a week of searching. But i guess im searching at the wrong spot of internet, what do i know :o

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • How do I prevent a KActor from changing the orientation of its Z-Axis?

    - by Almo
    So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that triggers the "Stay Upright Spring". The problem is, it's a spring, and the object in question oscillates into position when I want it to remain oriented properly without wobbling. In the image above, the yellow block has fallen onto the gray box, and it is currently pivoting about the contact point as it tries to right itself. Should I be tweaking the StayUprightMaxTorque and StayUprightTorqueFactor parameters, or should I be using a Constraint of some sort?

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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