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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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  • Can i place a image as a map and then code a grid over the top of it?

    - by kraze
    what i'm trying to do is make a huge map, best way i found is just make a big map and save it as a image... can i code a grid over the top so i can implement tile based movement for my character? afterwards place collision tiles so they can't move to certain spots. btw this is in visual studio 2010 using XNA Anyone able to explain the process of how i would do this and if its even viable? thanks for your help

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  • Is it possible to work with a dedicated server in XNA?

    - by Jake
    Hi I want to release my XNA game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not possible. Which is why I'm wondering about: Using port 80 web calls to php-driven database Using an xbox as a master-server (is that possible?) I like the sound of #1, because I could write my own application to run on the xbox, and I would assume other users could connect to it similar to the p2p architecture. Anyone able to expand on theory #2 above? or #1 as worst-case scenario?

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  • Libraries for game developement in c++? [on hold]

    - by LPeter1997
    It's time for me to start developing games in c++ (I have experience in game developement with xna and java). What libraries do you recommend? I tried Allegro, but the installation is pretty headcrushing already. Could you share me your experiences with the library(ies) you use? (maybe even advantages and disadvantages) By the way it's a good point if it can be easily connected to CodeBlocks or Dev-C++. Thanks for the answers!

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  • How do I use Content.Load() with raw XML files?

    - by xnanewb
    I'm using the Content.Load() mechanism to load core game definitions from XML files. It works fine, though some definitions should be editable/moddable by the players. Since the content pipeline compiles everything into xnb files, that doesn't work for now. I've seen that the inbuild XNA Song content processor does create 2 files. 1 xnb file which contains meta data for the song and 1 wma file which contains the actual data. I've tried to rebuild that mechanism (so that the second file is the actual xml file), but for some reason I can't use the namespace which contains the IntermediateSerializer class to load the xml (obviously the namespace is only available in a content project?). How can I deploy raw, editable xml files and load them with Content.Load()?

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  • Question about creating a sprite based 2-D Side Scroller with scaling/zooming

    - by Arthur
    I'm just wondering if anyone can offer any advice on how best to go about creating a 2-D game with zooming/scaling features akin to the early Samurai Showdown games. In this case it would be a side scroller a la Metal Slug, the zooming would come in as more enemy sprites entered the screen, or when facing a large sized boss. A feature that would be both cosmetic as well as functional to the game. I've done some reading and noticed a few suggestions that included drawing different sized sprites, a standard size and zoomed out size. Any thoughts? Thanks for your time.

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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  • Render 2D textures on a 3D object's face

    - by www.Sillitoy.com
    I am not familiar with 3D graphics, and I'd like to know the right way to render some 2D figures on different points of a wider face of a 3D object. My 3D object is just a cube representing a poker table. I have a 2D png for players' placeholders, and I'd like to render these figures on the 3D object where needed. An alternative solution would be to render the whole face with a big picture containing all the placeholders figures. However, it would be a waste of memory and thus less efficient. What do you suggest?

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  • How do I create tileable solid noise for map generation?

    - by nickbadal
    Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my extremely limited understanding of how the code works) but I cant get mine to work correctly. My modified code so far (Java) GIMP's solid noise module that I'm basing my code off of (C) Here is what I'm trying to achieve but This is what I'm getting So if anybody can see what I've done wrong, or has a suggestion how I could go about doing it differently, I'd greatly appreciate it. Thanks in advance. And if I'm asking way to much or if just a huge failure at life, I apologize.

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • Audio libraries for PC indie games [closed]

    - by bluescrn
    Possible Duplicate: Cross-Platform Audio API Suggestions What options are out there these days for audio playback/mixing in C++? Primarily for Windows, but portability (particularly to Mac and iOS) would be desirable. For a small indie game, potentially commercial, though - so I'm looking for something free/low-cost. My requirements are fairly basic - I don't need 3D sound, or many-channels - simple stereo is fine. Just need to be able to mix sound effects and a music stream, maybe decoding one or more compressed audio formats (.ogg/.mp3 etc), with all the basic controls over looping, pitch, volume, etc. Is OpenAL more-or-less the standard choice, or are there other good options out there?

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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  • Is there a (family of) monotonically non-decreasing noise function(s)?

    - by Joe Wreschnig
    I'd like a function to animate an object moving from point A to point B over time, such that it reaches B at some fixed time, but its position at any time is randomly perturbed in a continuous fashion, but never goes backwards. The objects move along straight lines, so I only need one dimension. Mathematically, that means I'm looking for some continuous f(x), x ? [0,1], such that: f(0) = 0 f(1) = 1 x < y ? f(x) = f(y) At "most" points f(x + d) - f(x) bears no obvious relation to d. (The function is not uniformly increasing or otherwise predictable; I think that's also equivalent to saying no degree of derivative is a constant.) Ideally, I would actually like some way to have a family of these functions, providing some seed state. I'd need at least 4 bits of seed (16 possible functions), for my current use, but since that's not much feel free to provide even more. To avoid various issues with accumulation errors, I'd prefer the function not require any kind of internal state. That is, I want it to be a real function, not a programming "function".

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • What's wrong with this OpenGL model picking code?

    - by openglNewbie
    I am making simple model viewer using OpenGL. When I want to pick an object OpenGL returns nothing or an object that is in another place. This is my code: GLuint buff[1024] = {0}; GLint hits,view[4]; glSelectBuffer(1024,buff); glGetIntegerv(GL_VIEWPORT, view); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPickMatrix(x,y,1.0,1.0,view); gluPerspective(45,(float)view[2]/(float)view[4],1.0,1500.0); glMatrixMode(GL_MODELVIEW); glRenderMode(GL_SELECT); glLoadIdentity(); //I make the same transformations for normal render glTranslatef(0, 0, -zoom); glMultMatrixf(transform.M); glInitNames(); glPushName(-1); for(int j=0;j<allNodes.size();j++) { glLoadName(allNodes.at(j)->id); allNodes.at(j)->Draw(textures); } glPopName(); glMatrixMode(GL_PROJECTION); glPopMatrix(); hits = glRenderMode(GL_RENDER);

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Dirt compression from vehicle tires

    - by Mungoid
    So I kinda have this working but its not correct because it just averages, so I wanted to know if anyone here has any ideas. I'm trying to simulate loose dirt compression under the tires of a vehicle to reduce the potential bumpiness of 'chunky' terrain. Currently how I do this is that I have a bounding box shape around my tires, set a little lower so they intersect with the terrain. Each frame, I (currently) average all of the heights of each point in the terrain that are within the box bounds of that tire, and then set them all to that average. Clearly this won't work in most cases because, for example, if i'm on a hill, the terrain will deform way too much. One way I thought was to have a max and min amount the points could raise and lower but that still doesn't seem to work properly and sometimes looks more like steps than smooth dirt. I wanna say that there is probably a bit more to this that what i'm currently doing but I am not sure where to look. Could anyone here shed some light on this subject? Would I benefit any by maybe looking up some smoothing algorith or something similar?

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • How to create a Raining Effect(Particles) on Android?

    - by user19495
    I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas? Thank You a lot in advance!

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  • Cube rotation DX10

    - by German
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • Help Decide between C#/XNA client or Java

    - by Sparkky
    The game runs on a client/server architecture currently setup for TCP, and the client code was built in AS3 to be web based. What we're running into is 3 problems for the client. AS3 has no hardware acceleration so we are having some issues with slowdown when implementing some features TCP is really frustrating for a sidescroller when you're talking with a server. I'm having a heck of a time with the interpolation/extrapolation to make everyone else look smooth while minimizing lag. I would much rather be able to use UDP and throw in something similar to the age old Quake interpolation/extrapolation. No right click I work professionally with C#, and I did all my University (almost 2 years ago) with Java. Java really appeals to me because of the compatability while C# appeals to me because I've heard so much good about XNA and I love visual studio. For a Client/Server based MMOish sidescroller in your opinion should I stick with AS3 and the TCP protocol, or should I abandon some of my audience, ramp up the graphics and hit C#, or journey back to the land of Java. Thanks :D

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