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  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • Maya and Game Engines (i.e. Environment Testing)

    - by DiscreteGenius
    What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in a Maya training video and I'd like to know more about "How Game Engines and Maya are related to each other." He stated this would be done to see how things look in "size" (e.g. I assume he meant: 'How big is the cathedral, bridge, wall, building, etc.'). I've tried to research such information but it's too complicated, and detailed. I just want a simplistic response to my query. Thanks to everyone willing to help and not criticize my question.

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  • Where can I train my game AI skills? (any upgoing competition?) [on hold]

    - by user1671710
    There are 2 main options - building AI plugin for existing game or entering to some competition. Do you have some concrete tips? Is there any competition which will be soon open? From my research, competitions: http://aichallenge.org (last 2011) http://www.battlecode.org (January 2014) http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/index.shtml (August 2014) http://aibirds.org (maybe summer 2014) http://www.marioai.org (last 2012) http://www.ice.ci.ritsumei.ac.jp/~ftgaic/index.htm (last 2013) http://www.pacman-vs-ghosts.net (last 2012) http://ai-contest2013.gameloft.com/index/contest (last 2013) http://www.botprize.org/ (last 2012) And maybe more. These are from quick research. Obviously there were many competitions this year but it is difficult to catch it. Main question is: Do you have any information of any currently running AI competition?

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • Identifying connected lines drawn free-hand by a user

    - by rawrgoesthelion
    I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves that can be matched with the 'images' in my set. For the sake of simplicity, let's assume this is occurring on a touch screen. These lines will be connected. Each time the user's finger moves, the dx and dy is recorded. The drawing is considered complete and analyzed when the user's finger leaves the screen. I'm having trouble figuring out a good way to break the user's drawing down into lines. Is there any well known approach to this problem, a C++ library that solves it, or any good articles/technical papers on how to achieve this?

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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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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  • writing an autopilot for a 2d game with newtonian physics

    - by Jargo
    The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a target object which has speed- and position-vectors and there a spaceship that is controlled by the autopilot. This spaceship also have speed, position and maximum acceleration. The autopilot needs to control the ship that it either collides with the target, Or intercepts the target so that the ship has matching speed and position with the target. Could someone give me some pointers how to achieve this behavior or perhaps even an ready implementation? I am sure someone has written something like this before and there is no point in reinventing the wheel.

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • String on a model

    - by alecnash
    I am trying to put a sting on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3d button) it looks like that: Is there a way to have the text centered only on one side?

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  • Certain grid lines not rendering as expected

    - by row1
    I am drawing a simple quad (a triangle strip with 4 vertices) as the floor and then drawing an 8x8 grid over top (a collection of vertex pairs for a line list). The vertical grid lines work fine (apart from being very aliased), but some of the horizontal lines do not get rendered. The grid renders fine if I do not draw the quad. foreach (EffectPass pass in _Effect.CurrentTechnique.Passes) { pass.Apply(); CurrentGraphicsDevice.SetVertexBuffer(_VertexFloorBuffer); _Engine.CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //Some of the horizontal lines seems to disappear if we draw the above quad. CurrentGraphicsDevice.SetVertexBuffer(_VertexGridBuffer); CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, _VertexGridBuffer.VertexCount / 2); } What could be causing these lines to not be rendered? Update: I added the below code after I draw my quad and grid and it started working. But I am not sure why that works as I thought this code was to draw the WPF controls elementRenderer.Render(); spriteBatch.Begin(); spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End();

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  • What are the app file size limitations for different smartphone OSes & carriers?

    - by Nick Gotch
    I know the iPhone App Store limits how large an app can be in general and there are also limitations with AT&T over the size it can be to transmit over a data plan vs WiFi. I have no idea what, if any, these limits are for Android apps and what I'm finding online is a mix of different numbers. Does anyone know these numbers definitively? The Android game I'm porting is in the 20-30MB range and we'd like to know if we need to further reduce its size.

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • C# XNA render an entire frame to a texture2d

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • What is the correct way to reset and load new data into GL_ARRAY_BUFFER?

    - by Geto
    I am using an array buffer for colors data. If I want to load different colors for the current mesh in real time what is the correct way to do it. At the moment I am doing: glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glBufferData(GL_ARRAY_BUFFER, SIZE, colorsData, GL_STATIC_DRAW); glEnableVertexAttribArray(shader->attrib("color")); glVertexAttribPointer(shader->attrib("color"), 3, GL_FLOAT, GL_TRUE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); It works, but I am not sure if this is good and efficient way to do it. What happens to the previous data ? Does it write on top of it ? Do I need to call : glDeleteBuffers(1, colorBuffer); glGenBuffers(1, colorBuffer); before transfering the new data into the buffer ?

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  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • Simple moving object jitters every couple of seconds [on hold]

    - by Liam
    I'm trying to get smooth movement in my game, right now every couple of seconds the moving square jitters. I'm using C++ with SDL2. I made a very simple project to test different methods so all that's happening is a box moves across the screen. Here's a pastebin of the code http://pastebin.com/7YxxSw0D Here's a link to a dropbox folder containing the 'game' https://www.dropbox.com/sh/0ygntl140qv8iv0/AABVuuk6khArOJmdBi1OaFlua?dl=0 Any input would be greatly appreciated, and let me know if you need any more info. Thanks!

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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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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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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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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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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