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  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

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  • How to attract modders to your game?

    - by akaltar
    I am developing a game, but as I am working on it alone, the amount of content I can create is very limited. Because of that I want my game to be modded, for this purpose I am planning to create a complete modding API which would be exposed for lua scripting. I would also create tutorials to get people started. And the "Original" game would also be a "mod"(similar to Warcraft III maps) . My question is: What can a developer do to encourage modding of its game? PS: my game is a sandbox-ish multiplayer survival(most things are procedural).

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • It is worth planning before jumping in the code?

    - by Rushino
    I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in the code you will know what to do next more easily. I am currently working on a game that will have lots of content so i decided to start a design document introducing thoses content and at a side-level i am doing proofs of concept to check if it can be done. Parts of each proofs of concept then could be used later in the real game. EDIT: I am working alone on this project. So my question is : It is worth planning before jumping in the code ? Im still interested to know what others have to say about this. Cause i still get some poeple saying i should code instead of thinking.. so what your opinion on this ?

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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • Audio programming resources

    - by rashleighp
    I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for an iPhone app recently. I realise I would probably need to work on my C++ chops and have been having a play around with FMOD EX and doing a lot of research into the industry. I was just wondering if anyone could suggest some good resources for audio programming (be they websites, podcasts, books, videos, online courses etc). Anything from Fourier analysis, low level coding, audio engine creation to audio APIs. I just want to learn as much as possible! Thanks in advance.

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  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • My Sprite comes out the screen

    - by IlNero
    If i an action moves the sprite,how can i keep the CCSprite on the screen???? this is my code: [enemy runAction:[CCSequence actions:[CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*0.4, 0)], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*1.5, 0)], [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]]; but whit this code the sprite sometimes comes out the screen, i need the sprite moves randomly in the screen without comes out..

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • Cocos-2D asteroids style movement (iOS)

    - by bwheeler96
    So I have a CCSprite subclass, well call this Spaceship. Spaceship needs to move on a loop, until I say othersise by calling a method. The method should look something like - (void)moveForeverAtVelocity { // method logic } The class Spaceship has two relevant iVars, resetPosition and targetPosition, the target is where we are headed, the reset is where we set to when we've hit our target. If they are both off-screen this creates a permanent looping effect. So for the logic, I have tried several things, such as CCMoveTo *move = [CCMoveTo actionWithDuration:2 position:ccp(100, 100)]; CCCallBlockN *repeat = [CCCallBlockN actionWithBlock: ^(CCNode *node) { [self moveForeverAtVelocity]; }]; [self runAction:[CCSequence actions: move, repeat, nil]]; self.position = self.resetPosition; recursively calling the moveForeverAtVelocity method. This is psuedo-code, so its not perfect. I have hard-coded some of the values for the sake of simplicity. Enough garble: The problem I am having, how can I make a method that loops forever, but can be called and reset at will. I'm running into issues with creating multiple instances of this method. If you can offer any assistance with creating this effect, that would be appreciated.

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  • Video playback in games - formats & decoding

    - by snake5
    What free / non-restrictive open-source solutions (not GPL) are available for decoding game videos? The requirements are simple: a relatively easy to use C API encoded files must be quite small there must be an application that converts videos from any format (whatever codec is installed on Windows or equivalent amount of internally decoded formats) decoding has to happen fairly quickly bonus points go to file formats that are popular / actively supported and developed

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • libstdc++-6.dll not found. [migrated]

    - by Molmasepic
    I have been working on a project(a game to be specific) and I feel that I should start over with different libraries. So when doing this I reinstalled Code::Blocks and setup my new libraries and includes. But as of now Im having a problem starting u[ my new project to test if all of the includes work. This problem is: libstdc++-6.dll was not found. At first i wondered if I could just find this file online, but its nowhere to be found(or at least the many places I have searched...) Soon after, I tried loading up my old project, and the same problem happened again(wierd... ._.) I was thinking its maybe my compiler, so I used my older compiler and it did the same thing! At this moment I held the problem off for tomorrow(which is today) So my question is: If anyone else had this problem, how would you solve it? Im using Code::Blocks with MinGW as the compiler on Windows Vista 32 bit.

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • Make a basic running sprite effect

    - by PhaDaPhunk
    I'm building my very first game with XNA and i'm trying to get my sprite to run. Everything is working fine for the first sprite. E.g : if I go right(D) my sprite is looking right , if I go left(A) my sprite is looking left and if I don't touch anything my sprite is the default one. Now what I want to do is if the sprite goes Right, i want to alternatively change sprites (left leg, right leg, left leg etc..) xCurrent is the current sprite drawn xRunRight is the first running Sprite and xRunRight1 is the one that have to exchange with xRunRight while running right. This is what I have now : protected override void Update(GameTime gameTime) { float timer = 0f; float interval = 50f; bool frame1 = false ; bool frame2 = false; bool running = false; KeyboardState FaKeyboard = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if ((FaKeyboard.IsKeyUp(Keys.A)) || (FaKeyboard.IsKeyUp(Keys.D))) { xCurrent = xDefault; } if (FaKeyboard.IsKeyDown(Keys.D)) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (timer > interval) { if (frame1) { xCurrent = xRunRight; frame1 = false; } else { xCurrent = xRunRight1; frame1 = true; } } xPosition += xDeplacement; } Any ideas...? I've been stuck on this for a while.. Thanks in advance and let me know if you need any other part from the code.

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  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Changing the rendering resolution while maintaining the design layout

    - by Coyote
    I would like to increase the FPS of my project. Currently I would like to try reducing the resolution at which the scenes are rendered. Let's say I never want to draw more than 1280*720. What ever the real resolution is. How should I proceed? I tried pEGLView->setFrameSize(1280, 720); but only reduces the displayed size of the frame on screen (boxing). In my activity I tried setting the size of the "surface" but this seems to completely break the layout (as defined by setDesignResolutionSize). @Override public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView surfaceView = new Cocos2dxGLSurfaceView(this); surfaceView.getHolder().setFixedSize(1280, 720); return surfaceView; } Is there a way to simply change the rendered

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • How to draw unlimited FPS on Mac OS X with OpenGL?

    - by V1ru8
    I d'like to draw as many frames as possible with OpenGL on Mac OS X to measure the performance on different scenes. What I've tried so far: Using a CVDisplayLink that has NSOpenGLCPSwapInterval set to 0, so it does not sync with the Display. But with that it's still stuck at max 60FPS Using normal -drawRect: with a timer that fires 1/1000sec and calls -setNeedsDisplay: Still not more than 60FPS Same as 2. but I call -display in the timer callback. With that I get the FPS above 60, but it still stops at 100-110 FPS. Although the frame rate should easily be at 10times more. Andy idea how I can really draw as many frames as possible?

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