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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • How can I make a game like doodlejump XNA c#

    - by Ramy
    I wanted to know how can I make the background scroll down like doodlejump. I have a game made and I have to transform it so it's like doodle jump, but I'm wonder how or where to look so I can make he background keep moving as in progressing through the background till let's say the character dies. namespace IFM20884 { using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; public abstract class BackgroundScroll : Sprite { private float speedOfBackground = 0.2f; // speed that the background moves public BackgroundScroll (GraphicsDeviceManager graphics) : base(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f) { } //Getter public float speedOfBackground { get { return this.speedOfBackground ; } set { this.speedOfBackground = value; } } public override void Update(GameTime gameTime, GraphicsDeviceManager graphics) { //Makes background go down. ForcePosition(Position.X, Position.Y + (gameTime.ElapsedGameTime.Milliseconds * this.speedOfBackground )); if (Position.Y - (Height / 2) > graphics.GraphicsDevice.Viewport.Height) { ForcePosition(Position.X, Position.Y - this.Height); } } public override void Draw(SpriteBatch spriteBatch) { ForcePosition(Position.X, Position.Y - this.Height); base.Draw(spriteBatch); ForcerPosition(Position.X, Position.Y + this.Height); base.Draw(spriteBatch); } } }

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  • Platformer gravity where gravity is greater than tile size

    - by Sara
    I am making a simple grid-tile-based platformer with basic physics. I have 16px tiles, and after playing with gravity it seems that to get a nice quick Mario-like jump feel, the player ends up moving faster than 16px per second at the ground. The problem is that they clip through the first layer of tiles before collisions being detected. Then when I move the player to the top of the colliding tile, they move to the bottom-most tile. I have tried limiting their maximum velocity to be less than 16px but it does not look right. Are there any standard approaches to solving this? Thanks.

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Detecting End of Animation

    - by Will
    So I am making a death animation for a game. enemy1 is a UIImageView, and what I'm doing is when an integer is less than or equal to zero, it calls this deathAnimation which only happens once. What I want to do is use a CGPointMake right when the animation is finished being called. Note that before the deathAnimation is called, there is another animation that is constantly being called 30 times a second. I'm not using anything like cocos2d. if (enemy1health <= 0) { [self slime1DeathAnimation]; //How can i detect the end of this animation } This is how the animation is done -(void)slime1DeathAnimation{ enemy1.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"Slime Death 1.png"], [UIImage imageNamed:@"Slime Death 2.png"], [UIImage imageNamed:@"Slime Death 3.png"], [UIImage imageNamed:@"Slime Death 4.png"], [UIImage imageNamed:@"Slime Death 5.png"], nil]; enemy1.animationDuration = 0.5; enemy1.animationRepeatCount = 1; [enemy1 startAnimating]; } If you need more code just ask

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Making an AI walk on a NavigationMesh (2D/Top-Down game)

    - by Lennard Fonteijn
    For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go into details: http://www.jorisdormans.nl/article.php?ref=engineering_emergence Anyway, I'm now at the point of putting the framework to use and have trouble coming up with a solution for AI. I decided to implement a NavigationMesh in the generated levels as I already have that information to start with. Consider the following image (borrowed from http://www.david-gouveia.com/pathfinding-on-a-2d-polygonal-map/): When I run A* on the NavigationMesh, the red path would be suggested when I want to go from point A to B (either direction). However, I don't want my AI to walk that path directly and clipping corners, I'd rather want them to follow the more logical black path. How would I go about going from the Red path to the Black path, are there any algorithms for this. Which steps do I take? Is A* the proper solution for this at all? For some additional information: The proof-of-concept game is a 2D top-down game written in C#, but examples/references in any language are welcome!

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • Using virtual functions

    - by Tucker Morgan
    I am starting to use virtual functions, and i am programming a simple text game, my question is this, if i have a virtual function called spec_abil with in a Super class called rpg_class. If you allow the player to class what class they want to play, say a mage class, a archer class, and a warrior class, which all have their own spec_abil function. How do you write it so that the program knows which one to use depending on the chosen class.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?

    - by Dan Cowell
    I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have checked my access log in apache) and Apache is responding to the request with the appropriate content. The problem I have is that I'm using the event receive mode and it appears that somehow the handler for the Opened event is halted after a specific number of lines of code have executed. Here is my code for the Opened event: event Opened() { // A connection was established WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } As you can see, a number of the Broadcast calls have been commented out. Initially, only the lines up to the Broadcast containing "[DNomad_TcpLinkClient] Sent request: " were being executed and none of the Broadcasts were commented out. After commenting out that line, the next Broadcast was successful and so on and so forth. As a test, I commented out the very first Broadcast to see if the connection closing had any effect: // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); Upon doing that, an additional Broadcast at the end of the function executed. Thus the inference that there is an upper limit to the number of lines executed. Additionally, my ReceivedText handler is never called, despite Apache returning the correct HTTP 200 response with a body. My working hypothesis is that somehow after the Sequence Action finishes executing the garbage collector cleans up the TcpLinkClient instance. My biggest source of confusion with that is how on earth it does it during the execution of an event handler. Has anyone ever seen anything like this before? My full TcpLinkClient class is below: /* * TcpLinkClient based on an example usage of the TcpLink class by Michiel 'elmuerte' Hendriks for Epic Games, Inc. * */ class DNomad_TcpLinkClient extends TcpLink; var PlayerController PC; var string TargetHost; var int TargetPort; var string path; var string requesttext; var string userId; var string apartmentId; var string statusCode; var string responseData; event PostBeginPlay() { super.PostBeginPlay(); } function DoTcpLinkRequest(string uid, string id) //removes having to send a host { userId = uid; apartmentId = id; Resolve(targethost); } function string GetStatus() { return statusCode; } event Resolved( IpAddr Addr ) { // The hostname was resolved succefully WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] "$TargetHost$" resolved to "$ IpAddrToString(Addr)); // Make sure the correct remote port is set, resolving doesn't set // the port value of the IpAddr structure Addr.Port = TargetPort; //dont comment out this log because it rungs the function bindport WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Bound to port: "$ BindPort() ); if (!Open(Addr)) { WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Open failed"); } } event ResolveFailed() { WorldInfo.Game.Broadcast(self, "[TcpLinkClient] Unable to resolve "$TargetHost); // You could retry resolving here if you have an alternative // remote host. //send failed message to scaleform UI //JunHud(JunPlayerController(PC).myHUD).JunMovie.CallSetHTML("Failed"); } event Opened() { // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } event Closed() { // In this case the remote client should have automatically closed // the connection, because we requested it in the HTTP request. WorldInfo.Game.Broadcast(self, "Connection closed."); // After the connection was closed we could establish a new // connection using the same TcpLink instance. } event ReceivedText( string Text ) { WorldInfo.Game.Broadcast(self, "Received Text: "$Text); //we dont want the header info, so we split the string after two new lines Text = Split(Text, chr(13)$chr(10)$chr(13)$chr(10), true); WorldInfo.Game.Broadcast(self, "Split Text: "$Text); statusCode = Text; } event ReceivedLine( string Line ) { WorldInfo.Game.Broadcast(self, "Received Line: "$Line); } event ReceivedBinary( int Count, byte B[255] ) { WorldInfo.Game.Broadcast(self, "Received Binary of length: "$Count); } defaultproperties { TargetHost="127.0.0.1" TargetPort=80 //default for HTTP LinkMode=MODE_Text ReceiveMode=RMODE_Event path = "dnomad/datafeed.php" userId = "0"; apartmentId = "0"; statusCode = ""; send = false; }

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  • Cocos2d-x 3.0 animation frame by frame

    - by Narek
    As I know animations are actions. Now I need to play animation frame by frame. Say I have an animation from N frames. each frame should be played after t delay. Now I want to play animation frame by frame, each frame advance the animation's state. How I can do this? And what about playing actions frame by frame advancing the state in general. I ask because I use ECS, and I deal with frames. P.S. I want to do something like this: Action * a = MoveTo(initialPoint, finalPoint, durationOfAnimation); a->play(0.001 seconds); a->play(0.003 seconds); a->play(0.02 seconds); a->play(0.67 seconds); a->play(0.06 seconds); And see the animation.

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • Geometry shader for multiple primitives

    - by Byte56
    How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; But if I use this shader then lines or points won't show up. So adding: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; layout(lines) in; layout(line_strip, max_vertices=2) out; The shader will compile and run, but will only render lines (or whatever the last primitive defined is). So how do I define a single geometry shader that will handle multiple types of primitives? Or is that not possible and I need to create multiple shader programs and change shader programs before drawing each type?

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • Out of Memory when building an application

    - by Jacob Neal
    I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error message that pops up every time I try to, simply saying, "Out of Memory". Its highly frustrating to be halted at this point by this message, and I tried everything I could come up with to fix it including compressing the runtime and sounds and increasing the proity of MMF2 all the way to realtime in the task manager. Im begging someone to toss me a bone on this problem, and any advice at all would be much appreciated.

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  • Detect two specific objects collision with bullet physics

    - by sebap123
    I have got some problem with defining collision between objects in my game using bullet physics. I know that objects are colliding with each other simultaneously and I don't have to do anything more. However I need to be noticed when one object collides with one of the rest. It is quite awkward written so I will tell what I want to achive. I have got ball which hits wall from tubes. Everything is on the floor. When ball hits wall some fragments fall down to infinity. So I have got bellow floor btStaticPlaneShape. This is place where most of objects is stoping and then I can start another action. But not all of them. So I've been trying to use function checkCollideWith but it isn't good method as it was said in reference and wiki. So I've checked method described in wiki http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers called contact information. This isn't good method either because it is extremly hard to identify what is what when colliding. You have to also remember that ball is almost all the time colliding with something - floor, wall or eart level. So is there any other method to check what is colliding with what?

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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